WorldWideScience

Sample records for volume rendering algorithm

  1. A Volume Rendering Algorithm for Sequential 2D Medical Images

    Institute of Scientific and Technical Information of China (English)

    吕忆松; 陈亚珠

    2002-01-01

    Volume rendering of 3D data sets composed of sequential 2D medical images has become an important branch in image processing and computer graphics.To help physicians fully understand deep-seated human organs and focuses(e.g.a tumour)as 3D structures.in this paper,we present a modified volume rendering algorithm to render volumetric data,Using this method.the projection images of structures of interest from different viewing directions can be obtained satisfactorily.By rotating the light source and the observer eyepoint,this method avoids rotates the whole volumetric data in main memory and thus reduces computational complexity and rendering time.Experiments on CT images suggest that the proposed method is useful and efficient for rendering 3D data sets.

  2. Exposure render: an interactive photo-realistic volume rendering framework.

    Directory of Open Access Journals (Sweden)

    Thomas Kroes

    Full Text Available The field of volume visualization has undergone rapid development during the past years, both due to advances in suitable computing hardware and due to the increasing availability of large volume datasets. Recent work has focused on increasing the visual realism in Direct Volume Rendering (DVR by integrating a number of visually plausible but often effect-specific rendering techniques, for instance modeling of light occlusion and depth of field. Besides yielding more attractive renderings, especially the more realistic lighting has a positive effect on perceptual tasks. Although these new rendering techniques yield impressive results, they exhibit limitations in terms of their exibility and their performance. Monte Carlo ray tracing (MCRT, coupled with physically based light transport, is the de-facto standard for synthesizing highly realistic images in the graphics domain, although usually not from volumetric data. Due to the stochastic sampling of MCRT algorithms, numerous effects can be achieved in a relatively straight-forward fashion. For this reason, we have developed a practical framework that applies MCRT techniques also to direct volume rendering (DVR. With this work, we demonstrate that a host of realistic effects, including physically based lighting, can be simulated in a generic and flexible fashion, leading to interactive DVR with improved realism. In the hope that this improved approach to DVR will see more use in practice, we have made available our framework under a permissive open source license.

  3. A Volume Rendering Algorithm for Sequential 2D Medical Images%序列二维医学图象的体绘制法

    Institute of Scientific and Technical Information of China (English)

    吕忆松; 陈亚珠

    2002-01-01

    Volume rendering of 3D data sets composed of sequential 2D medical images has become an important branch in image processing and computer graphics. To help physicians fully understand deep-seated human organs and focuses (e. g. a tumnout) as 3D structures, in this paper, we present a modified volume rendering algorithm to render volumetric data. Using this method, the projection images of structures of interest from different viewing directions can be obtained satisfactorily. By rotating the light source and the observer eyepoint, this method avoids rotates the whole volumetric data in main memory and thus reduces computational complexity and rendering time. Experiments on CT images suggest that the proposed method is useful and efficient for rendering 3D data sets.

  4. Volume Rendering for Curvilinear and Unstructured Grids

    Energy Technology Data Exchange (ETDEWEB)

    Max, N; Williams, P; Silva, C; Cook, R

    2003-03-05

    We discuss two volume rendering methods developed at Lawrence Livermore National Laboratory. The first, cell projection, renders the polygons in the projection of each cell. It requires a global visibility sort in order to composite the cells in back to front order, and we discuss several different algorithms for this sort. The second method uses regularly spaced slice planes perpendicular to the X, Y, or Z axes, which slice the cells into polygons. Both methods are supplemented with anti-aliasing techniques to deal with small cells that might fall between pixel samples or slice planes, and both have been parallelized.

  5. Exposure Render: An Interactive Photo-Realistic Volume Rendering Framework

    NARCIS (Netherlands)

    Kroes, T.; Post, F.H.; Botha, C.P.

    2012-01-01

    The field of volume visualization has undergone rapid development during the past years, both due to advances in suitable computing hardware and due to the increasing availability of large volume datasets. Recent work has focused on increasing the visual realism in Direct Volume Rendering (DVR) by i

  6. Technical analysis of volume-rendering algorithms: application in low-contrast structures using liver vascularisation as a model; Analisi tecnica degli algoritmi di volume rendering: applicazione alle strutture a basso contrsto usando come modello la vascolarizzazione epatica

    Energy Technology Data Exchange (ETDEWEB)

    Cademartiri, Filippo [Erasmus Medical Center, Rotterdam (Netherlands); Luccichenti, Giacomo [Fondazione Biomedica Europea ONLUS, Roma (Italy); Runza, Giuseppe; Bartolotta, Tommaso Vincenzo; Midiri, Massimo [Palermo Univ., Palermo (Italy). Sezione di scienze radiologiche; Gualerzi, Massimo; Brambilla, Lorenzo; Coruzzi, Paolo [Parma Univ., Parma (Italy). UO di prevenzione e riabilitazione vascolare, Fondazione Don C. Gnocchi ONLUS; Soliani, Paolo; Sianesi, Mario [Parma Univ., Parma (Italy). Dipartimento di chirurgia

    2005-04-01

    Purpose: To assess the influence of pre-set volume rendering opacity curves (OC) on image quality and to identify which absolute parameters (density of aorta, hepatic parenchyma and portal vein) affect visualization of portal vascular structures (low-contrast structures). Materials and methods: Twenty-two patients underwent a dual-phase spiral CT with the following parameters: collimation 3 mm, pitch 2, increment 1 mm. Three scans were performed: one without contrast medium and the latter two after the injection of contrast material (conventionally identified as 'arterial' and 'portal'). The images were sent to a workstation running on an NT platform equipped with post-processing software allowing three-dimensional (3D) reconstructions to generate volume-rendered images of the vascular supply to the liver. Correlation between the absolute values of aorta, liver and portal vein density, OC parameters, and image quality were assessed. Results: 3D images generated using pre-set OC obtained a much mower overall quality score than those produced with OC set by the operator. High contrast between the liver and the portal vein, for example during the portal vascular phase, allows wider windows, thus improving image quality. Conversely, the OC in the parenchymal phase scans must have a high gradient in order to better differentiate between the vascular structures and the surrounding hepatic parenchyma. Conclusions: Image features considered to be of interest by the operator cannot be simplified by the mean of pre-set OC. Due to their strong individual variability automatic 3D algorithms cannot be universally applied: they should be adapted to both image and patient characteristics. [Italian] Scopo: Valutare l'influenza delle curve di opacit� (CO) preimpostate del volume-rendering sulla qualit� delle immagini, ed identificare quali parametri assoluti (attenzione dell'aorta, del parenchima epatico e della vena porta) influenzano la

  7. Comparison of Morphological Pyramids for Multiresolution MIP Volume Rendering

    NARCIS (Netherlands)

    Roerdink, Jos B.T.M.

    2002-01-01

    We recently proposed a multiresolution representation for maximum intensity projection (MIP) volume rendering based on morphological adjunction pyramids which allow progressive refinement and have the property of perfect reconstruction. In this algorithm the pyramidal analysis and synthesis

  8. Local and Global Illumination in the Volume Rendering Integral

    Energy Technology Data Exchange (ETDEWEB)

    Max, N; Chen, M

    2005-10-21

    This article is intended as an update of the major survey by Max [1] on optical models for direct volume rendering. It provides a brief overview of the subject scope covered by [1], and brings recent developments, such as new shadow algorithms and refraction rendering, into the perspective. In particular, we examine three fundamentals aspects of direct volume rendering, namely the volume rendering integral, local illumination models and global illumination models, in a wavelength-independent manner. We review the developments on spectral volume rendering, in which visible light are considered as a form of electromagnetic radiation, optical models are implemented in conjunction with representations of spectral power distribution. This survey can provide a basis for, and encourage, new efforts for developing and using complex illumination models to achieve better realism and perception through optical correctness.

  9. Composed Scattering Model for Direct Volume Rendering

    Institute of Scientific and Technical Information of China (English)

    蔡文立; 石教英

    1996-01-01

    Based on the equation of transfer in transport theory of optical physics,a new volume rendering model,called composed scattering model(CSM),is presented.In calculating the scattering term of the equation,it is decomposed into volume scattering intensity and surface scattering intensity,and they are composed with the boundary detection operator as the weight function.This proposed model differs from the most current volume rendering models in the aspect that in CSM segmentation and illumination intensity calculation are taken as two coherent parts while in existing models they are regarded as two separate ones.This model has been applied to the direct volume rendering of 3D data sets obtained by CT and MRI.The resultant images show not only rich details but also clear boundary surfaces.CSM is demonstrated to be an accurate volume rendering model suitable for CT and MRI data sets.

  10. Accelerated Algorithm of Ray Castingin Medical Volume Rendering%医学体绘制的一种快速光线投射算法

    Institute of Scientific and Technical Information of China (English)

    牛翠霞; 范辉; 杜慧秋

    2006-01-01

    The accelerated direct volume rendering algorithm in medical data sets was discussed. Based on several accelerated techniques of DVR, an efficient ray-casting algorithm was proposed which improved the traditional ray-casting algorithm. The algorithm mainly applies methods of polygon scan conversion and voxelization of casting rays. The algorithm uses the method of determining the convex hull of a set and the intersecting algorithm related directly to x,y, z family planes to clip data sets and rays.%针对医学体数据场的直接体绘制(DVR)的加速算法进行了讨论.基于体绘制的多种加速技术,利用格雷厄姆求凸壳算法和与平面簇求交算法对体数据场和投射光线进行裁剪,结合多边形的扫描线转换和投射光线的离散化、体素化,改进了光线投射算法.

  11. Visibility-Aware Direct Volume Rendering

    Institute of Scientific and Technical Information of China (English)

    Wai-Ho Mak; Yingcai Wu; Ming-Yuen Chan; Huamin Qu

    2011-01-01

    Direct volume rendering (DVR) is a powerful visualization technique which allows users to effectively explore and study volumetric datasets. Different transparency settings can be flexibly assigned to different structures such that some valuable information can be revealed in direct volume rendered images (DVRIs). However, end-users often feel that some risks are always associated with DVR because they do not know whether any important information is missing from the transparent regions of DVRIs. In this paper, we investigate how to semi-automatically generate a set of DVRIs and also an animation which can reveal information missed in the original DVRIs and meanwhile satisfy some image quality criteria such as coherence. A complete framework is developed to tackle various problems related to the generation and quality evaluation of visibility-aware DVRIs and animations. Our technique can reduce the risk of using direct volume rendering and thus boost the confidence of users in volume rendering systems.

  12. High-quality multi-resolution volume rendering in medicine

    Institute of Scientific and Technical Information of China (English)

    XIE Kai; YANG Jie; LI Xiao-liang

    2007-01-01

    In order to perform a high-quality interactive rendering of large medical data sets on a single off-theshelf PC, a LOD selection algorithm for multi-resolution volume rendering using 3D texture mapping is presented, which uses an adaptive scheme that renders the volume in a region-of-interest at a high resolution and the volume away from this region at lower resolutions. The algorithm is based on several important criteria, and rendering is done adaptively by selecting high-resolution cells close to a center of attention and low-resolution cells away from this area. In addition, our hierarchical level-of-detail representation guarantees consistent interpolation between different resolution levels. Experiments have been applied to a number of large medical data and have produced high quality images at interactive frame rates using standard PC hardware.

  13. Direct volume rendering methods for cell structures.

    Science.gov (United States)

    Martišek, Dalibor; Martišek, Karel

    2012-01-01

    The study of the complicated architecture of cell space structures is an important problem in biology and medical research. Optical cuts of cells produced by confocal microscopes enable two-dimensional (2D) and three-dimensional (3D) reconstructions of observed cells. This paper discuses new possibilities for direct volume rendering of these data. We often encounter 16 or more bit images in confocal microscopy of cells. Most of the information contained in these images is unsubstantial for the human vision. Therefore, it is necessary to use mathematical algorithms for visualization of such images. Present software tools as OpenGL or DirectX run quickly in graphic station with special graphic cards, run very unsatisfactory on PC without these cards and outputs are usually poor for real data. These tools are black boxes for a common user and make it impossible to correct and improve them. With the method proposed, more parameters of the environment can be set, making it possible to apply 3D filters to set the output image sharpness in relation to the noise. The quality of the output is incomparable to the earlier described methods and is worth increasing the computing time. We would like to offer mathematical methods of 3D scalar data visualization describing new algorithms that run on standard PCs very well.

  14. Remote volume rendering pipeline for mHealth applications

    Science.gov (United States)

    Gutenko, Ievgeniia; Petkov, Kaloian; Papadopoulos, Charilaos; Zhao, Xin; Park, Ji Hwan; Kaufman, Arie; Cha, Ronald

    2014-03-01

    We introduce a novel remote volume rendering pipeline for medical visualization targeted for mHealth (mobile health) applications. The necessity of such a pipeline stems from the large size of the medical imaging data produced by current CT and MRI scanners with respect to the complexity of the volumetric rendering algorithms. For example, the resolution of typical CT Angiography (CTA) data easily reaches 512^3 voxels and can exceed 6 gigabytes in size by spanning over the time domain while capturing a beating heart. This explosion in data size makes data transfers to mobile devices challenging, and even when the transfer problem is resolved the rendering performance of the device still remains a bottleneck. To deal with this issue, we propose a thin-client architecture, where the entirety of the data resides on a remote server where the image is rendered and then streamed to the client mobile device. We utilize the display and interaction capabilities of the mobile device, while performing interactive volume rendering on a server capable of handling large datasets. Specifically, upon user interaction the volume is rendered on the server and encoded into an H.264 video stream. H.264 is ubiquitously hardware accelerated, resulting in faster compression and lower power requirements. The choice of low-latency CPU- and GPU-based encoders is particularly important in enabling the interactive nature of our system. We demonstrate a prototype of our framework using various medical datasets on commodity tablet devices.

  15. Haptic rendering foundations, algorithms, and applications

    CERN Document Server

    Lin, Ming C

    2008-01-01

    For a long time, human beings have dreamed of a virtual world where it is possible to interact with synthetic entities as if they were real. It has been shown that the ability to touch virtual objects increases the sense of presence in virtual environments. This book provides an authoritative overview of state-of-theart haptic rendering algorithms and their applications. The authors examine various approaches and techniques for designing touch-enabled interfaces for a number of applications, including medical training, model design, and maintainability analysis for virtual prototyping, scienti

  16. Immersive volume rendering of blood vessels

    Science.gov (United States)

    Long, Gregory; Kim, Han Suk; Marsden, Alison; Bazilevs, Yuri; Schulze, Jürgen P.

    2012-03-01

    In this paper, we present a novel method of visualizing flow in blood vessels. Our approach reads unstructured tetrahedral data, resamples it, and uses slice based 3D texture volume rendering. Due to the sparse structure of blood vessels, we utilize an octree to efficiently store the resampled data by discarding empty regions of the volume. We use animation to convey time series data, wireframe surface to give structure, and utilize the StarCAVE, a 3D virtual reality environment, to add a fully immersive element to the visualization. Our tool has great value in interdisciplinary work, helping scientists collaborate with clinicians, by improving the understanding of blood flow simulations. Full immersion in the flow field allows for a more intuitive understanding of the flow phenomena, and can be a great help to medical experts for treatment planning.

  17. A Multiresolution Image Cache for Volume Rendering

    Energy Technology Data Exchange (ETDEWEB)

    LaMar, E; Pascucci, V

    2003-02-27

    The authors discuss the techniques and implementation details of the shared-memory image caching system for volume visualization and iso-surface rendering. One of the goals of the system is to decouple image generation from image display. This is done by maintaining a set of impostors for interactive display while the production of the impostor imagery is performed by a set of parallel, background processes. The system introduces a caching basis that is free of the gap/overlap artifacts of earlier caching techniques. instead of placing impostors at fixed, pre-defined positions in world space, the technique is to adaptively place impostors relative to the camera viewpoint. The positions translate with the camera but stay aligned to the data; i.e., the positions translate, but do not rotate, with the camera. The viewing transformation is factored into a translation transformation and a rotation transformation. The impostor imagery is generated using just the translation transformation and visible impostors are displayed using just the rotation transformation. Displayed image quality is improved by increasing the number of impostors and the frequency that impostors are re-rendering is improved by decreasing the number of impostors.

  18. High Performance GPU-Based Fourier Volume Rendering.

    Science.gov (United States)

    Abdellah, Marwan; Eldeib, Ayman; Sharawi, Amr

    2015-01-01

    Fourier volume rendering (FVR) is a significant visualization technique that has been used widely in digital radiography. As a result of its (N (2)log⁡N) time complexity, it provides a faster alternative to spatial domain volume rendering algorithms that are (N (3)) computationally complex. Relying on the Fourier projection-slice theorem, this technique operates on the spectral representation of a 3D volume instead of processing its spatial representation to generate attenuation-only projections that look like X-ray radiographs. Due to the rapid evolution of its underlying architecture, the graphics processing unit (GPU) became an attractive competent platform that can deliver giant computational raw power compared to the central processing unit (CPU) on a per-dollar-basis. The introduction of the compute unified device architecture (CUDA) technology enables embarrassingly-parallel algorithms to run efficiently on CUDA-capable GPU architectures. In this work, a high performance GPU-accelerated implementation of the FVR pipeline on CUDA-enabled GPUs is presented. This proposed implementation can achieve a speed-up of 117x compared to a single-threaded hybrid implementation that uses the CPU and GPU together by taking advantage of executing the rendering pipeline entirely on recent GPU architectures.

  19. High Performance GPU-Based Fourier Volume Rendering

    Directory of Open Access Journals (Sweden)

    Marwan Abdellah

    2015-01-01

    Full Text Available Fourier volume rendering (FVR is a significant visualization technique that has been used widely in digital radiography. As a result of its O(N2log⁡N time complexity, it provides a faster alternative to spatial domain volume rendering algorithms that are O(N3 computationally complex. Relying on the Fourier projection-slice theorem, this technique operates on the spectral representation of a 3D volume instead of processing its spatial representation to generate attenuation-only projections that look like X-ray radiographs. Due to the rapid evolution of its underlying architecture, the graphics processing unit (GPU became an attractive competent platform that can deliver giant computational raw power compared to the central processing unit (CPU on a per-dollar-basis. The introduction of the compute unified device architecture (CUDA technology enables embarrassingly-parallel algorithms to run efficiently on CUDA-capable GPU architectures. In this work, a high performance GPU-accelerated implementation of the FVR pipeline on CUDA-enabled GPUs is presented. This proposed implementation can achieve a speed-up of 117x compared to a single-threaded hybrid implementation that uses the CPU and GPU together by taking advantage of executing the rendering pipeline entirely on recent GPU architectures.

  20. Sparse PDF Volumes for Consistent Multi-Resolution Volume Rendering

    KAUST Repository

    Sicat, Ronell Barrera

    2014-12-31

    This paper presents a new multi-resolution volume representation called sparse pdf volumes, which enables consistent multi-resolution volume rendering based on probability density functions (pdfs) of voxel neighborhoods. These pdfs are defined in the 4D domain jointly comprising the 3D volume and its 1D intensity range. Crucially, the computation of sparse pdf volumes exploits data coherence in 4D, resulting in a sparse representation with surprisingly low storage requirements. At run time, we dynamically apply transfer functions to the pdfs using simple and fast convolutions. Whereas standard low-pass filtering and down-sampling incur visible differences between resolution levels, the use of pdfs facilitates consistent results independent of the resolution level used. We describe the efficient out-of-core computation of large-scale sparse pdf volumes, using a novel iterative simplification procedure of a mixture of 4D Gaussians. Finally, our data structure is optimized to facilitate interactive multi-resolution volume rendering on GPUs.

  1. Sparse PDF Volumes for Consistent Multi-Resolution Volume Rendering.

    Science.gov (United States)

    Sicat, Ronell; Krüger, Jens; Möller, Torsten; Hadwiger, Markus

    2014-12-01

    This paper presents a new multi-resolution volume representation called sparse pdf volumes, which enables consistent multi-resolution volume rendering based on probability density functions (pdfs) of voxel neighborhoods. These pdfs are defined in the 4D domain jointly comprising the 3D volume and its 1D intensity range. Crucially, the computation of sparse pdf volumes exploits data coherence in 4D, resulting in a sparse representation with surprisingly low storage requirements. At run time, we dynamically apply transfer functions to the pdfs using simple and fast convolutions. Whereas standard low-pass filtering and down-sampling incur visible differences between resolution levels, the use of pdfs facilitates consistent results independent of the resolution level used. We describe the efficient out-of-core computation of large-scale sparse pdf volumes, using a novel iterative simplification procedure of a mixture of 4D Gaussians. Finally, our data structure is optimized to facilitate interactive multi-resolution volume rendering on GPUs.

  2. Accelerating Time-Varying Hardware Volume Rendering Using TSP Trees and Color-Based Error Metrics

    Science.gov (United States)

    Ellsworth, David; Chiang, Ling-Jen; Shen, Han-Wei; Kwak, Dochan (Technical Monitor)

    2000-01-01

    This paper describes a new hardware volume rendering algorithm for time-varying data. The algorithm uses the Time-Space Partitioning (TSP) tree data structure to identify regions within the data that have spatial or temporal coherence. By using this coherence, the rendering algorithm can improve performance when the volume data is larger than the texture memory capacity by decreasing the amount of textures required. This coherence can also allow improved speed by appropriately rendering flat-shaded polygons instead of textured polygons, and by not rendering transparent regions. To reduce the polygonization overhead caused by the use of the hierarchical data structure, we introduce an optimization method using polygon templates. The paper also introduces new color-based error metrics, which more accurately identify coherent regions compared to the earlier scalar-based metrics. By showing experimental results from runs using different data sets and error metrics, we demonstrate that the new methods give substantial improvements in volume rendering performance.

  3. Optimization techniques for computationally expensive rendering algorithms

    OpenAIRE

    Navarro Gil, Fernando; Gutiérrez Pérez, Diego; Serón Arbeloa, Francisco José

    2012-01-01

    Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesi...

  4. Fast combinative volume rendering by indexed data structure

    Institute of Scientific and Technical Information of China (English)

    孙文武; 王文成; 吴恩华

    2001-01-01

    It is beneficial to study the interesting contents in a data set by combining and rendering variouscontents of the data. In this regard, an indexed data structure is proposed to facilitate the reorganization of data so that the contents of the data can be combined conveniently and only the selected contents in the data are processed for rendering. Based on the structure, the cells of different contents can be queued up easily so that the volume rendering can be conducted more accurately and quickly. Experimental results show that the indexed data structure is very efficient in improving combinative volume rendering.

  5. Adaptive image contrast enhancement algorithm for point-based rendering

    Science.gov (United States)

    Xu, Shaoping; Liu, Xiaoping P.

    2015-03-01

    Surgical simulation is a major application in computer graphics and virtual reality, and most of the existing work indicates that interactive real-time cutting simulation of soft tissue is a fundamental but challenging research problem in virtual surgery simulation systems. More specifically, it is difficult to achieve a fast enough graphic update rate (at least 30 Hz) on commodity PC hardware by utilizing traditional triangle-based rendering algorithms. In recent years, point-based rendering (PBR) has been shown to offer the potential to outperform the traditional triangle-based rendering in speed when it is applied to highly complex soft tissue cutting models. Nevertheless, the PBR algorithms are still limited in visual quality due to inherent contrast distortion. We propose an adaptive image contrast enhancement algorithm as a postprocessing module for PBR, providing high visual rendering quality as well as acceptable rendering efficiency. Our approach is based on a perceptible image quality technique with automatic parameter selection, resulting in a visual quality comparable to existing conventional PBR algorithms. Experimental results show that our adaptive image contrast enhancement algorithm produces encouraging results both visually and numerically compared to representative algorithms, and experiments conducted on the latest hardware demonstrate that the proposed PBR framework with the postprocessing module is superior to the conventional PBR algorithm and that the proposed contrast enhancement algorithm can be utilized in (or compatible with) various variants of the conventional PBR algorithm.

  6. Real-time volume rendering of digital medical images on an iOS device

    Science.gov (United States)

    Noon, Christian; Holub, Joseph; Winer, Eliot

    2013-03-01

    Performing high quality 3D visualizations on mobile devices, while tantalizingly close in many areas, is still a quite difficult task. This is especially true for 3D volume rendering of digital medical images. Allowing this would empower medical personnel a powerful tool to diagnose and treat patients and train the next generation of physicians. This research focuses on performing real time volume rendering of digital medical images on iOS devices using custom developed GPU shaders for orthogonal texture slicing. An interactive volume renderer was designed and developed with several new features including dynamic modification of render resolutions, an incremental render loop, a shader-based clipping algorithm to support OpenGL ES 2.0, and an internal backface culling algorithm for properly sorting rendered geometry with alpha blending. The application was developed using several application programming interfaces (APIs) such as OpenSceneGraph (OSG) as the primary graphics renderer coupled with iOS Cocoa Touch for user interaction, and DCMTK for DICOM I/O. The developed application rendered volume datasets over 450 slices up to 50-60 frames per second, depending on the specific model of the iOS device. All rendering is done locally on the device so no Internet connection is required.

  7. Research of global illumination algorithms rendering in glossy scene

    Institute of Scientific and Technical Information of China (English)

    BAI Shuangxue; ZHANG Qiang; ZHOU Dongsheng

    2012-01-01

    In computer graphic (CG), illumination rendering generated realistic effect at virtual scene is amazing. Not only plausible lighting effect is to show the relative position between of the objects, but also to reflect the material of visual appearance of the vir- tual objects. The diffuse-scene rendering reflectance credibility has gradually matured. Global illumination rendering method for the glossy material is still a challenge for the CG research. Because of the shiny materials is highly energy reflection between the com- plex light paths. Whether we trace glossy reflection paths, or use of one-reflection or multi-reflection approximate above complex il- lumination transmission is a difficult working. This paper we gather some commonly used global illumination algorithms recently year and its extension glossy scene improvements. And we introduce the limitation of classical algorithms rendering glossy scene and some extended solution. Finally, we will summarize the illumination rendering for specular scene, there are still some open prob- lems.

  8. Efficient and Effective Volume Visualization with Enhanced Isosurface Rendering

    CERN Document Server

    Yang, Fei; Tian, Jie

    2012-01-01

    Compared with full volume rendering, isosurface rendering has several well recognized advantages in efficiency and accuracy. However, standard isosurface rendering has some limitations in effectiveness. First, it uses a monotone colored approach and can only visualize the geometry features of an isosurface. The lack of the capability to illustrate the material property and the internal structures behind an isosurface has been a big limitation of this method in applications. Another limitation of isosurface rendering is the difficulty to reveal physically meaningful structures, which are hidden in one or multiple isosurfaces. As such, the application requirements of extract and recombine structures of interest can not be implemented effectively with isosurface rendering. In this work, we develop an enhanced isosurface rendering technique to improve the effectiveness while maintaining the performance efficiency of the standard isosurface rendering. First, an isosurface color enhancement method is proposed to il...

  9. Perception-based transparency optimization for direct volume rendering.

    Science.gov (United States)

    Chan, Ming-Yuen; Wu, Yingcai; Mak, Wai-Ho; Chen, Wei; Qu, Huamin

    2009-01-01

    The semi-transparent nature of direct volume rendered images is useful to depict layered structures in a volume. However, obtaining a semi-transparent result with the layers clearly revealed is difficult and may involve tedious adjustment on opacity and other rendering parameters. Furthermore, the visual quality of layers also depends on various perceptual factors. In this paper, we propose an auto-correction method for enhancing the perceived quality of the semi-transparent layers in direct volume rendered images. We introduce a suite of new measures based on psychological principles to evaluate the perceptual quality of transparent structures in the rendered images. By optimizing rendering parameters within an adaptive and intuitive user interaction process, the quality of the images is enhanced such that specific user requirements can be met. Experimental results on various datasets demonstrate the effectiveness and robustness of our method.

  10. 直接体绘制中增强深度感知的网格投影算法%Enhanced Depth Perception Grid-projection Algorithm for Direct Volume Rendering

    Institute of Scientific and Technical Information of China (English)

    冯晓萌; 吴玲达; 于荣欢; 杨超

    2015-01-01

    The depth information in volume data is lost in the image rendered by volume rendering technique. The existing methods of depth perception enhancement only enhance some structures in the volume data at the cost of other structures details, and they directly edit the volume rendering algorithm. For ray-casting algorithm, a method of depth perception enhancement is presented, and it does not directly edit the algorithm. Specifically, an inerratic grid is projected to the surface of volume data, and then the grid changing along surface is rendered in the final image. Users can apperceive the depth information of surface from the changed grid. Meanwhil, two methods are used to enhance the depth information of the grid projection lines, one is coloring the grid lines based on the depth, and the other one is adding accessorial lines to join the grid lines on two surfaces with different depths. When implemented using compute unified device architecture, the image is rendered in real-time under user interaction. The effect of depth perception enhancement in the final image is obvious especially when the volume data contains some disjunct or intersectant objects.%体绘制技术生成的图像中丢失了深度信息,已有的增强深度感知方法通常只针对某些结构区域,牺牲其它结构信息的同时又直接修改体绘制算法。面向光线投射体绘制算法,该文提出一种增强深度感知的方法,不直接修改光线投射算法。投影均匀网格到体数据表面,网格跟随表面变形后经光线投射绘制在结果图像中,用户根据变形网格能够感知图像中的深度信息。同时,为突显变形网格所反映的深度信息,对投影后的网格线进行深度相关的着色,并添加投影辅助线以连接不同深度表面上的投影网格。算法在统一计算设备架构下并行执行后,不仅能够实时生成图像支持用户的交互控制,且图像中增强深度感知的效果明显

  11. Multiresolution maximum intensity volume rendering by morphological adjunction pyramids

    NARCIS (Netherlands)

    Roerdink, Jos B.T.M.

    We describe a multiresolution extension to maximum intensity projection (MIP) volume rendering, allowing progressive refinement and perfect reconstruction. The method makes use of morphological adjunction pyramids. The pyramidal analysis and synthesis operators are composed of morphological 3-D

  12. Multiresolution Maximum Intensity Volume Rendering by Morphological Adjunction Pyramids

    NARCIS (Netherlands)

    Roerdink, Jos B.T.M.

    2001-01-01

    We describe a multiresolution extension to maximum intensity projection (MIP) volume rendering, allowing progressive refinement and perfect reconstruction. The method makes use of morphological adjunction pyramids. The pyramidal analysis and synthesis operators are composed of morphological 3-D

  13. [A hybrid volume rendering method using general hardware].

    Science.gov (United States)

    Li, Bin; Tian, Lianfang; Chen, Ping; Mao, Zongyuan

    2008-06-01

    In order to improve the effect and efficiency of the reconstructed image after hybrid volume rendering of different kinds of volume data from medical sequential slices or polygonal models, we propose a hybrid volume rendering method based on Shear-Warp with economical hardware. First, the hybrid volume data are pre-processed by Z-Buffer method and RLE (Run-Length Encoded) data structure. Then, during the process of compositing intermediate image, a resampling method based on the dual-interpolation and the intermediate slice interpolation methods is used to improve the efficiency and the effect. Finally, the reconstructed image is rendered by the texture-mapping technology of OpenGL. Experiments demonstrate the good performance of the proposed method.

  14. Depth of Field Effects for Interactive Direct Volume Rendering

    KAUST Repository

    Schott, Mathias

    2011-06-01

    In this paper, a method for interactive direct volume rendering is proposed for computing depth of field effects, which previously were shown to aid observers in depth and size perception of synthetically generated images. The presented technique extends those benefits to volume rendering visualizations of 3D scalar fields from CT/MRI scanners or numerical simulations. It is based on incremental filtering and as such does not depend on any precomputation, thus allowing interactive explorations of volumetric data sets via on-the-fly editing of the shading model parameters or (multi-dimensional) transfer functions. © 2011 The Author(s).

  15. Morphological study of transpterional-insula approach using volume rendering.

    Science.gov (United States)

    Jia, Linpei; Su, Lue; Sun, Wei; Wang, Lina; Yao, Jihang; Li, Youqiong; Luo, Qi

    2012-11-01

    This study describes the measurements of inferior circular insular sulcus (ICIS) and the shortest distance from ICIS to the temporal horn and determines the position of the incision, which does less harm to the temporal stem in the transpterional-insula approach using volume-rendering technique. Results of the research showed that one-third point over the anterior side of ICIS may be the ideal penetration point during operation. And there is no difference between 2 hemispheres (P ICIS from other Chinese researches demonstrated that volume rendering is a reliable method in insular research that enables mass measurements.

  16. View compensated compression of volume rendered images for remote visualization.

    Science.gov (United States)

    Lalgudi, Hariharan G; Marcellin, Michael W; Bilgin, Ali; Oh, Han; Nadar, Mariappan S

    2009-07-01

    Remote visualization of volumetric images has gained importance over the past few years in medical and industrial applications. Volume visualization is a computationally intensive process, often requiring hardware acceleration to achieve a real time viewing experience. One remote visualization model that can accomplish this would transmit rendered images from a server, based on viewpoint requests from a client. For constrained server-client bandwidth, an efficient compression scheme is vital for transmitting high quality rendered images. In this paper, we present a new view compensation scheme that utilizes the geometric relationship between viewpoints to exploit the correlation between successive rendered images. The proposed method obviates motion estimation between rendered images, enabling significant reduction to the complexity of a compressor. Additionally, the view compensation scheme, in conjunction with JPEG2000 performs better than AVC, the state of the art video compression standard.

  17. Anisotropic 3D texture synthesis with application to volume rendering

    DEFF Research Database (Denmark)

    Laursen, Lasse Farnung; Ersbøll, Bjarne Kjær; Bærentzen, Jakob Andreas

    2011-01-01

    We present a novel approach to improving volume rendering by using synthesized textures in combination with a custom transfer function. First, we use existing knowledge to synthesize anisotropic solid textures to fit our volumetric data. As input to the synthesis method, we acquire high quality....... This method is applied to a high quality visualization of a pig carcass, where samples of meat, bone, and fat have been used to produce the anisotropic 3D textures....

  18. Frequency domain volume rendering by the wavelet X-ray transform.

    Science.gov (United States)

    Westenberg, M A; Roerdink, J M

    2000-01-01

    We describe a wavelet based X-ray rendering method in the frequency domain with a smaller time complexity than wavelet splatting. Standard Fourier volume rendering is summarized and interpolation and accuracy issues are briefly discussed. We review the implementation of the fast wavelet transform in the frequency domain. The wavelet X-ray transform is derived, and the corresponding Fourier-wavelet volume rendering algorithm (FWVR) is introduced, FWVR uses Haar or B-spline wavelets and linear or cubic spline interpolation. Various combinations are tested and compared with wavelet splatting (WS). We use medical MR and CT scan data, as well as a 3-D analytical phantom to assess the accuracy, time complexity, and memory cost of both FWVR and WS. The differences between both methods are enumerated.

  19. Horse-shoe lung-rediscovered via volume rendered images

    Directory of Open Access Journals (Sweden)

    Alpa Bharati

    2013-01-01

    Full Text Available Horseshoe lung, usually associated with pulmonary venolobar syndrome, is a rare congenital anomaly involving the fusion of the postero-basal segments of the right and left lungs across the midline. The fused segment or the isthmus lies posterior to the pericardium and anterior to the aorta.The associated pulmonary venolobar syndrome involves anomalous systemic arterial supply and anomlaous systemic venous drainage of the right lung. With the advent of MDCT imaging, we can diagnose this rare condition as well all its associated anomalies non-invasively. Volume-rendered techniques greatly simplify the complex anatomy and provide easy understanding of the same.

  20. Viewpoint Selection Using Hybrid Simplex Search and Particle Swarm Optimization for Volume Rendering

    Directory of Open Access Journals (Sweden)

    Zhang You-sai,,,

    2012-09-01

    Full Text Available In this paper we proposed a novel method of viewpoint selection using the hybrid Nelder-Mead (NM simplex search and particle swarm optimization (PSO to improve the efficiency and the intelligent level of volume rendering. This method constructed the viewpoint quality evaluation function in the form of entropy by utilizing the luminance and structure features of the two-dimensional projective image of volume data. During the process of volume rendering, the hybrid NM-PSO algorithm intended to locate the globally optimal viewpoint or a set of the optimized viewpoints automatically and intelligently. Experimental results have shown that this method avoids redundant interactions and evidently improves the efficiency of volume rendering. The optimized viewpoints can focus on the important structural features or the region of interest in volume data and exhibit definite correlation with the perception character of human visual system. Compared with the methods based on PSO or NM simplex search, our method has the better performance of convergence rate, convergence accuracy and robustness.

  1. Fast Time-Varying Volume Rendering Using Time-Space Partition (TSP) Tree

    Science.gov (United States)

    Shen, Han-Wei; Chiang, Ling-Jen; Ma, Kwan-Liu

    1999-01-01

    We present a new, algorithm for rapid rendering of time-varying volumes. A new hierarchical data structure that is capable of capturing both the temporal and the spatial coherence is proposed. Conventional hierarchical data structures such as octrees are effective in characterizing the homogeneity of the field values existing in the spatial domain. However, when treating time merely as another dimension for a time-varying field, difficulties frequently arise due to the discrepancy between the field's spatial and temporal resolutions. In addition, treating spatial and temporal dimensions equally often prevents the possibility of detecting the coherence that is unique in the temporal domain. Using the proposed data structure, our algorithm can meet the following goals. First, both spatial and temporal coherence are identified and exploited for accelerating the rendering process. Second, our algorithm allows the user to supply the desired error tolerances at run time for the purpose of image-quality/rendering-speed trade-off. Third, the amount of data that are required to be loaded into main memory is reduced, and thus the I/O overhead is minimized. This low I/O overhead makes our algorithm suitable for out-of-core applications.

  2. Dynamic real-time 4D cardiac MDCT image display using GPU-accelerated volume rendering.

    Science.gov (United States)

    Zhang, Qi; Eagleson, Roy; Peters, Terry M

    2009-09-01

    Intraoperative cardiac monitoring, accurate preoperative diagnosis, and surgical planning are important components of minimally-invasive cardiac therapy. Retrospective, electrocardiographically (ECG) gated, multidetector computed tomographical (MDCT), four-dimensional (3D + time), real-time, cardiac image visualization is an important tool for the surgeon in such procedure, particularly if the dynamic volumetric image can be registered to, and fused with the actual patient anatomy. The addition of stereoscopic imaging provides a more intuitive environment by adding binocular vision and depth cues to structures within the beating heart. In this paper, we describe the design and implementation of a comprehensive stereoscopic 4D cardiac image visualization and manipulation platform, based on the opacity density radiation model, which exploits the power of modern graphics processing units (GPUs) in the rendering pipeline. In addition, we present a new algorithm to synchronize the phases of the dynamic heart to clinical ECG signals, and to calculate and compensate for latencies in the visualization pipeline. A dynamic multiresolution display is implemented to enable the interactive selection and emphasis of volume of interest (VOI) within the entire contextual cardiac volume and to enhance performance, and a novel color and opacity adjustment algorithm is designed to increase the uniformity of the rendered multiresolution image of heart. Our system provides a visualization environment superior to noninteractive software-based implementations, but with a rendering speed that is comparable to traditional, but inferior quality, volume rendering approaches based on texture mapping. This retrospective ECG-gated dynamic cardiac display system can provide real-time feedback regarding the suspected pathology, function, and structural defects, as well as anatomical information such as chamber volume and morphology.

  3. 3D colour visualization of label images using volume rendering techniques.

    Science.gov (United States)

    Vandenhouten, R; Kottenhoff, R; Grebe, R

    1995-01-01

    Volume rendering methods for the visualization of 3D image data sets have been developed and collected in a C library. The core algorithm consists of a perspective ray casting technique for a natural and realistic view of the 3D scene. New edge operator shading methods are employed for a fast and information preserving representation of surfaces. Control parameters of the algorithm can be tuned to have either smoothed surfaces or a very detailed rendering of the geometrical structure. Different objects can be distinguished by different colours. Shadow ray tracing has been implemented to improve the realistic impression of the 3D image. For a simultaneous representation of objects in different depths, hiding each other, two types of transparency mode are used (wireframe and glass transparency). Single objects or groups of objects can be excluded from the rendering (peeling). Three orthogonal cutting planes or one arbitrarily placed cutting plane can be applied to the rendered objects in order to get additional information about inner structures, contours, and relative positions.

  4. Advantages and disadvantages of 3D ultrasound of thyroid nodules including thin slice volume rendering

    Directory of Open Access Journals (Sweden)

    Slapa Rafal

    2011-01-01

    Full Text Available Abstract Background The purpose of this study was to assess the advantages and disadvantages of 3D gray-scale and power Doppler ultrasound, including thin slice volume rendering (TSVR, applied for evaluation of thyroid nodules. Methods The retrospective evaluation by two observers of volumes of 71 thyroid nodules (55 benign, 16 cancers was performed using a new TSVR technique. Dedicated 4D ultrasound scanner with an automatic 6-12 MHz 4D probe was used. Statistical analysis was performed with Stata v. 8.2. Results Multiple logistic regression analysis demonstrated that independent risk factors of thyroid cancers identified by 3D ultrasound include: (a ill-defined borders of the nodule on MPR presentation, (b a lobulated shape of the nodule in the c-plane and (c a density of central vessels in the nodule within the minimal or maximal ranges. Combination of features provided sensitivity 100% and specificity 60-69% for thyroid cancer. Calcification/microcalcification-like echogenic foci on 3D ultrasound proved not to be a risk factor of thyroid cancer. Storage of the 3D data of the whole nodules enabled subsequent evaluation of new parameters and with new rendering algorithms. Conclusions Our results indicate that 3D ultrasound is a practical and reproducible method for the evaluation of thyroid nodules. 3D ultrasound stores volumes comprising the whole lesion or organ. Future detailed evaluations of the data are possible, looking for features that were not fully appreciated at the time of collection or applying new algorithms for volume rendering in order to gain important information. Three-dimensional ultrasound data could be included in thyroid cancer databases. Further multicenter large scale studies are warranted.

  5. Design and Implementation of an Application. Programming Interface for Volume Rendering

    OpenAIRE

    Selldin, Håkan

    2002-01-01

    To efficiently examine volumetric data sets from CT or MRI scans good volume rendering applications are needed. This thesis describes the design and implementation of an application programming interface (API) to be used when developing volume-rendering applications. A complete application programming interface has been designed. The interface is designed so that it makes writing application programs containing volume rendering fast and easy. The interface also makes created application progr...

  6. Mapping high-fidelity volume rendering for medical imaging to CPU, GPU and many-core architectures.

    Science.gov (United States)

    Smelyanskiy, Mikhail; Holmes, David; Chhugani, Jatin; Larson, Alan; Carmean, Douglas M; Hanson, Dennis; Dubey, Pradeep; Augustine, Kurt; Kim, Daehyun; Kyker, Alan; Lee, Victor W; Nguyen, Anthony D; Seiler, Larry; Robb, Richard

    2009-01-01

    Medical volumetric imaging requires high fidelity, high performance rendering algorithms. We motivate and analyze new volumetric rendering algorithms that are suited to modern parallel processing architectures. First, we describe the three major categories of volume rendering algorithms and confirm through an imaging scientist-guided evaluation that ray-casting is the most acceptable. We describe a thread- and data-parallel implementation of ray-casting that makes it amenable to key architectural trends of three modern commodity parallel architectures: multi-core, GPU, and an upcoming many-core Intel architecture code-named Larrabee. We achieve more than an order of magnitude performance improvement on a number of large 3D medical datasets. We further describe a data compression scheme that significantly reduces data-transfer overhead. This allows our approach to scale well to large numbers of Larrabee cores.

  7. Hybrid Parallelism for Volume Rendering on Large, Multi- and Many-core Systems

    Energy Technology Data Exchange (ETDEWEB)

    Howison, Mark; Bethel, E. Wes; Childs, Hank

    2011-01-01

    With the computing industry trending towards multi- and many-core processors, we study how a standard visualization algorithm, ray-casting volume rendering, can benefit from a hybrid parallelism approach. Hybrid parallelism provides the best of both worlds: using distributed-memory parallelism across a large numbers of nodes increases available FLOPs and memory, while exploiting shared-memory parallelism among the cores within each node ensures that each node performs its portion of the larger calculation as efficiently as possible. We demonstrate results from weak and strong scaling studies, at levels of concurrency ranging up to 216,000, and with datasets as large as 12.2 trillion cells. The greatest benefit from hybrid parallelism lies in the communication portion of the algorithm, the dominant cost at higher levels of concurrency. We show that reducing the number of participants with a hybrid approach significantly improves performance.

  8. MPI-hybrid Parallelism for Volume Rendering on Large, Multi-core Systems

    Energy Technology Data Exchange (ETDEWEB)

    Howison, Mark; Bethel, E. Wes; Childs, Hank

    2010-03-20

    This work studies the performance and scalability characteristics of"hybrid'" parallel programming and execution as applied to raycasting volume rendering -- a staple visualization algorithm -- on a large, multi-core platform. Historically, the Message Passing Interface (MPI) has become the de-facto standard for parallel programming and execution on modern parallel systems. As the computing industry trends towards multi-core processors, with four- and six-core chips common today and 128-core chips coming soon, we wish to better understand how algorithmic and parallel programming choices impact performance and scalability on large, distributed-memory multi-core systems. Our findings indicate that the hybrid-parallel implementation, at levels of concurrency ranging from 1,728 to 216,000, performs better, uses a smaller absolute memory footprint, and consumes less communication bandwidth than the traditional, MPI-only implementation.

  9. Hybrid Parallelism for Volume Rendering on Large, Multi-core Systems

    Science.gov (United States)

    Howison, M.; Bethel, E. W.; Childs, H.

    2011-10-01

    This work studies the performance and scalability characteristics of "hybrid" parallel programming and execution as applied to raycasting volume rendering - a staple visualization algorithm - on a large, multi-core platform. Historically, the Message Passing Interface (MPI) has become the de-facto standard for parallel programming and execution on modern parallel systems. As the computing industry trends towards multi-core processors, with four- and six-core chips common today, as well as processors capable of running hundreds of concurrent threads (GPUs), we wish to better understand how algorithmic and parallel programming choices impact performance and scalability on large, distributed-memory multi-core systems. Our findings indicate that the hybrid-parallel implementation, at levels of concurrency ranging from 1,728 to 216,000, performs better, uses a smaller absolute memory footprint, and consumes less communication bandwidth than the traditional, MPI-only implementation.

  10. Clustered deep shadow maps for integrated polyhedral and volume rendering

    KAUST Repository

    Bornik, Alexander

    2012-01-01

    This paper presents a hardware-accelerated approach for shadow computation in scenes containing both complex volumetric objects and polyhedral models. Our system is the first hardware accelerated complete implementation of deep shadow maps, which unifies the computation of volumetric and geometric shadows. Up to now such unified computation was limited to software-only rendering . Previous hardware accelerated techniques can handle only geometric or only volumetric scenes - both resulting in the loss of important properties of the original concept. Our approach supports interactive rendering of polyhedrally bounded volumetric objects on the GPU based on ray casting. The ray casting can be conveniently used for both the shadow map computation and the rendering. We show how anti-aliased high-quality shadows are feasible in scenes composed of multiple overlapping translucent objects, and how sparse scenes can be handled efficiently using clustered deep shadow maps. © 2012 Springer-Verlag.

  11. Functionality and Performance Visualization of the Distributed High Quality Volume Renderer (HVR)

    KAUST Repository

    Shaheen, Sara

    2012-07-01

    Volume rendering systems are designed to provide means to enable scientists and a variety of experts to interactively explore volume data through 3D views of the volume. However, volume rendering techniques are computationally intensive tasks. Moreover, parallel distributed volume rendering systems and multi-threading architectures were suggested as natural solutions to provide an acceptable volume rendering performance for very large volume data sizes, such as Electron Microscopy data (EM). This in turn adds another level of complexity when developing and manipulating volume rendering systems. Given that distributed parallel volume rendering systems are among the most complex systems to develop, trace and debug, it is obvious that traditional debugging tools do not provide enough support. As a consequence, there is a great demand to provide tools that are able to facilitate the manipulation of such systems. This can be achieved by utilizing the power of compute graphics in designing visual representations that reflect how the system works and that visualize the current performance state of the system.The work presented is categorized within the field of software Visualization, where Visualization is used to serve visualizing and understanding various software. In this thesis, a number of visual representations that reflect a number of functionality and performance aspects of the distributed HVR, a high quality volume renderer system that uses various techniques to visualize large volume sizes interactively. This work is provided to visualize different stages of the parallel volume rendering pipeline of HVR. This is along with means of performance analysis through a number of flexible and dynamic visualizations that reflect the current state of the system and enables manipulation of them at runtime. Those visualization are aimed to facilitate debugging, understanding and analyzing the distributed HVR.

  12. Real-Time Ray Casting Rendering of Volume Clipping in Medical Visualization

    Institute of Scientific and Technical Information of China (English)

    CHEN Wei (陈为); HUA Wei (华炜); BAO HuJun (鲍虎军); PENG QunSheng (彭群生)

    2003-01-01

    This paper presents a real-time ray casting rendering algorithm for “volume clip ping plane” as an extension of the conventional ray casting technique. For each viewing direction a (moderate) pre-processing step is performed: the ray traverses the entire volume data (no early ray termination). Its intensity and opacity contributions are divided into several segments which are then sorted and stored by depth. At each sampling position along a segment, accumulated trans parency and color are stored at a moderate memory overhead. For visualizing real-time volume clipping, only relevant segment contributions (maximum two) at the location of the clipping plane are considered, thus reducing the calculation to meet real-time requirements. Compared with the previous work that involves time-consuming re-clipping, re-traversing and re-shading, the proposed method achieves quality identical to ray casting at real-time speed. The performance is indepen dent of the volume resolution and/or the number of clipping planes along a given viewing direction. Therefore it is suitable for real-time “internal volume inspections”, involving one or several cutting planes, typically applied e.g., in medical visualization and material testing applications.

  13. Simultaneous visualization of anatomical and functional 3D data by combining volume rendering and flow visualization

    Science.gov (United States)

    Schafhitzel, Tobias; Rößler, Friedemann; Weiskopf, Daniel; Ertl, Thomas

    2007-03-01

    Modern medical imaging provides a variety of techniques for the acquisition of multi-modality data. A typical example is the combination of functional and anatomical data from functional Magnetic Resonance Imaging (fMRI) and anatomical MRI measurements. Usually, the data resulting from each of these two methods is transformed to 3D scalar-field representations to facilitate visualization. A common method for the visualization of anatomical/functional multi-modalities combines semi-transparent isosurfaces (SSD, surface shaded display) with other scalar visualization techniques like direct volume rendering (DVR). However, partial occlusion and visual clutter that typically result from the overlay of these traditional 3D scalar-field visualization techniques make it difficult for the user to perceive and recognize visual structures. This paper addresses these perceptual issues by a new visualization approach for anatomical/functional multi-modalities. The idea is to reduce the occlusion effects of an isosurface by replacing its surface representation by a sparser line representation. Those lines are chosen along the principal curvature directions of the isosurface and rendered by a flow visualization method called line integral convolution (LIC). Applying the LIC algorithm results in fine line structures that improve the perception of the isosurface's shape in a way that it is possible to render it with small opacity values. An interactive visualization is achieved by executing the algorithm completely on the graphics processing unit (GPU) of modern graphics hardware. Furthermore, several illumination techniques and image compositing strategies are discussed for emphasizing the isosurface structure. We demonstrate our method for the example of fMRI/MRI measurements, visualizing the spatial relationship between brain activation and brain tissue.

  14. Frequency domain volume rendering by the wavelet X-ray transform

    NARCIS (Netherlands)

    Westenberg, Michel A.; Roerdink, Jos B.T.M.

    2000-01-01

    We describe a wavelet-based X-ray rendering method in the frequency domain with a smaller time complexity than wavelet splatting. Standard Fourier volume rendering is summarized and interpolation and accuracy issues are briefly discussed. We review the implementation of the fast wavelet transform in

  15. Hardware Implementation of an Automatic Rendering Tone Mapping Algorithm for a Wide Dynamic Range Display

    OpenAIRE

    2013-01-01

    Tone mapping algorithms are used to adapt captured wide dynamic range (WDR) scenes to the limited dynamic range of available display devices. Although there are several tone mapping algorithms available, most of them require manual tuning of their rendering parameters. In addition, the high complexities of some of these algorithms make it difficult to implement efficient real-time hardware systems. In this work, a real-time hardware implementation of an exponent-based tone mapping algorithm i...

  16. Three-dimensional CT angiography with volume rendering for the dignosis of multiple intracranial aneurysms

    Institute of Scientific and Technical Information of China (English)

    FANG Bing; LI Tie-lin; ZHANG Jian-min; DUAN Chuan-zhi; WANG Qiu-jing; ZAO Qing-ping

    2004-01-01

    Objective:To evaluate the importance of 3D-CTA with volume rendering for the diagnosis of multiple intracranial aneurysms. Methods: Axial source images were obtained by helical CT scanning and reconstruction of 3D-CTA images was done by volume rendering technique in conjunction with multiplanar reformation. Results: In the past one year,there were 10 patients diagnosed as having multiple intracranial aneurysms by 3D-CTA and altogether 24 aneurysms were visualized,including 10 small aneurysms(≤5mm.Three dimensional CT angiography with volume rendering demonstrated aneurysms very well and provided useful information concerning the site,shape,size and spatial relationship with the surrounding vessels and bone anatomy. Conclusion: Three-dimensional CT angiography with volume rendering is a quick,reliable,and relatively noninvasive method for diagnosing multiple intracranial aneurysms.It delineates detailed aneurysmal morphology,and provides useful information for planning microsurgical approaches.

  17. 3-D volume rendering visualization for calculated distributions of diesel spray; Diesel funmu kyodo suchi keisan kekka no sanjigen volume rendering hyoji

    Energy Technology Data Exchange (ETDEWEB)

    Yoshizaki, T.; Imanishi, H.; Nishida, K.; Yamashita, H.; Hiroyasu, H.; Kaneda, K. [Hiroshima University, Hiroshima (Japan)

    1997-10-01

    Three dimensional visualization technique based on volume rendering method has been developed in order to translate calculated results of diesel combustion simulation into realistically spray and flame images. This paper presents an overview of diesel combustion model which has been developed at Hiroshima University, a description of the three dimensional visualization technique, and some examples of spray and flame image generated by this visualization technique. 8 refs., 8 figs., 1 tab.

  18. Memory-hazard-aware k-buffer algorithm for order-independent transparency rendering.

    Science.gov (United States)

    Zhang, Nan

    2014-02-01

    The (k)-buffer algorithm is an efficient GPU-based fragment level sorting algorithm for rendering transparent surfaces. Because of the inherent massive parallelism of GPU stream processors, this algorithm suffers serious read-after-write memory hazards now. In this paper, we introduce an improved (k)-buffer algorithm with error correction coding to combat memory hazards. Our algorithm results in significantly reduced artifacts. While preserving all the merits of the original algorithm, it requires merely OpenGL 3.x support from the GPU, instead of the atomic operations appearing only in the latest OpenGL 4.2 standard. Our algorithm is simple to implement and efficient in performance. Future GPU support for improving this algorithm is also proposed.

  19. Some improvements of the marching cubes algorithm for the rendering of an orebody

    Institute of Scientific and Technical Information of China (English)

    LI Chun-min; LI Zhong-xue; WANG Yun-hai; HAO Xiu-qiang

    2008-01-01

    Orebody-rendering techniques are developed using the marching cubes (MC) algorithm. The shape of an orebody is vi- vidly displayed in real time and can be used to guide mining design as well. The MC algorithm has been improved in two aspects. By analyzing the principles of the MC algorithm, as well as the features of the specific application, improvements were developed to: eliminate ambiguities by using a unified isosurface constructing method in the voxels, and improve the operating efficiency of the MC algorithm by incorporating an octree structure. The analytical results of the examples demonstrate the effectiveness of our proposal.

  20. An improved scheduling algorithm for 3D cluster rendering with platform LSF

    Science.gov (United States)

    Xu, Wenli; Zhu, Yi; Zhang, Liping

    2013-10-01

    High-quality photorealistic rendering of 3D modeling needs powerful computing systems. On this demand highly efficient management of cluster resources develops fast to exert advantages. This paper is absorbed in the aim of how to improve the efficiency of 3D rendering tasks in cluster. It focuses research on a dynamic feedback load balance (DFLB) algorithm, the work principle of load sharing facility (LSF) and optimization of external scheduler plug-in. The algorithm can be applied into match and allocation phase of a scheduling cycle. Candidate hosts is prepared in sequence in match phase. And the scheduler makes allocation decisions for each job in allocation phase. With the dynamic mechanism, new weight is assigned to each candidate host for rearrangement. The most suitable one will be dispatched for rendering. A new plugin module of this algorithm has been designed and integrated into the internal scheduler. Simulation experiments demonstrate the ability of improved plugin module is superior to the default one for rendering tasks. It can help avoid load imbalance among servers, increase system throughput and improve system utilization.

  1. Congenital inner ear malformation: three dimensional volume rendering image using MR CISS sequence

    Energy Technology Data Exchange (ETDEWEB)

    Song, Jong Woon; Lee, In Sook; Kim, Hak Jin; Goh, Eui Kyung; Kim, Lee Suk [College of Medicine, Pusan National Univ., Pusan (Korea, Republic of)

    2003-10-01

    To evaluate three-dimensional volume-rendering of congenital inner-ear malformations using the MR CISS(Constructive Interference in Steady State) sequence. MR CISS images of 30 inner ears of 15 patients (M:F=10.5; mean age, 6.5years) in whom inner-ear malformation was suspected were obtained using a superconducting Magnetom Vision System (Simens, Erlangen, Germany), with TR/TE/FA parameters of 12.25 ms/5.9 ms/70.deg.. The images obtained were processed by means of the volume rendering technique at an advanced workstation (Voxtol 3.0.0; GE Systems, advanced workstation, volume analysis). The cochlea and three semicircular canals were morphologically evaluated. Volume-rendered images of 25 inner ears of 13 patients demonstrated cochlear anomalies in the form of incomplete partition (n=18), hypoplasia (n=2), and severe hypoplasia (n=5). For the superior semicircular canal, findings were normal in 15 ears, though common crus aplasia (n=6), hypoplasia (n=4), aplasia (n=3), and a short and broad shape (n=2) were also observed. The posterior semicircular canal of 13 ears was normal, but common crus aplasia (n=6), a short and broad shape (n=5), aplasia (n=4), hypoplasia (n=3) were also identified. Twelve lateral semicircular canals, were normal, but other images depicted a short and broad shape (n=7), a dilated crus (n=5), a broad shape (n=4), and aplasia (n=2). In 14 patients the anomalies were bilateral, and in seven, the same anomalies affected both ears. Three-dimensional volume rendering images of the inner ear depicted various morphological abnormalities of the cochlea and semicircular canals. At that locations, anomalies were more complicated and varied than in the cochlea. Three-dimensional volume rendering imaging using the MR CISS technique provides anatomical information regarding the membranous labyrinth, and we consider this useful in the evaluation of congenital inner ear malformations.

  2. Dynamic Resolution in GPU-Accelerated Volume Rendering to Autostereoscopic Multiview Lenticular Displays

    Directory of Open Access Journals (Sweden)

    Daniel Ruijters

    2008-09-01

    Full Text Available The generation of multiview stereoscopic images of large volume rendered data demands an enormous amount of calculations. We propose a method for hardware accelerated volume rendering of medical data sets to multiview lenticular displays, offering interactive manipulation throughout. The method is based on buffering GPU-accelerated direct volume rendered visualizations of the individual views from their respective focal spot positions, and composing the output signal for the multiview lenticular screen in a second pass. This compositing phase is facilitated by the fact that the view assignment per subpixel is static, and therefore can be precomputed. We decoupled the resolution of the individual views from the resolution of the composited signal, and adjust the resolution on-the-fly, depending on the available processing resources, in order to maintain interactive refresh rates. The optimal resolution for the volume rendered views is determined by means of an analysis of the lattice of the output signal for the lenticular screen in the Fourier domain.

  3. Direct Visuo-Haptic 4D Volume Rendering Using Respiratory Motion Models.

    Science.gov (United States)

    Fortmeier, Dirk; Wilms, Matthias; Mastmeyer, Andre; Handels, Heinz

    2015-01-01

    This article presents methods for direct visuo-haptic 4D volume rendering of virtual patient models under respiratory motion. Breathing models are computed based on patient-specific 4D CT image data sequences. Virtual patient models are visualized in real-time by ray casting based rendering of a reference CT image warped by a time-variant displacement field, which is computed using the motion models at run-time. Furthermore, haptic interaction with the animated virtual patient models is provided by using the displacements computed at high rendering rates to translate the position of the haptic device into the space of the reference CT image. This concept is applied to virtual palpation and the haptic simulation of insertion of a virtual bendable needle. To this aim, different motion models that are applicable in real-time are presented and the methods are integrated into a needle puncture training simulation framework, which can be used for simulated biopsy or vessel puncture in the liver. To confirm real-time applicability, a performance analysis of the resulting framework is given. It is shown that the presented methods achieve mean update rates around 2,000 Hz for haptic simulation and interactive frame rates for volume rendering and thus are well suited for visuo-haptic rendering of virtual patients under respiratory motion.

  4. Showing their true colors: a practical approach to volume rendering from serial sections

    Directory of Open Access Journals (Sweden)

    Metscher Brian D

    2010-04-01

    Full Text Available Abstract Background In comparison to more modern imaging methods, conventional light microscopy still offers a range of substantial advantages with regard to contrast options, accessible specimen size, and resolution. Currently, tomographic image data in particular is most commonly visualized in three dimensions using volume rendering. To date, this method has only very rarely been applied to image stacks taken from serial sections, whereas surface rendering is still the most prevalent method for presenting such data sets three-dimensionally. The aim of this study was to develop standard protocols for volume rendering of image stacks of serial sections, while retaining the benefits of light microscopy such as resolution and color information. Results Here we provide a set of protocols for acquiring high-resolution 3D images of diverse microscopic samples through volume rendering based on serial light microscopical sections using the 3D reconstruction software Amira (Visage Imaging Inc.. We overcome several technical obstacles and show that these renderings are comparable in quality and resolution to 3D visualizations using other methods. This practical approach for visualizing 3D micro-morphology in full color takes advantage of both the sub-micron resolution of light microscopy and the specificity of histological stains, by combining conventional histological sectioning techniques, digital image acquisition, three-dimensional image filtering, and 3D image manipulation and visualization technologies. Conclusions We show that this method can yield "true"-colored high-resolution 3D views of tissues as well as cellular and sub-cellular structures and thus represents a powerful tool for morphological, developmental, and comparative investigations. We conclude that the presented approach fills an important gap in the field of micro-anatomical 3D imaging and visualization methods by combining histological resolution and differentiation of details with

  5. Showing their true colors: a practical approach to volume rendering from serial sections.

    Science.gov (United States)

    Handschuh, Stephan; Schwaha, Thomas; Metscher, Brian D

    2010-04-21

    In comparison to more modern imaging methods, conventional light microscopy still offers a range of substantial advantages with regard to contrast options, accessible specimen size, and resolution. Currently, tomographic image data in particular is most commonly visualized in three dimensions using volume rendering. To date, this method has only very rarely been applied to image stacks taken from serial sections, whereas surface rendering is still the most prevalent method for presenting such data sets three-dimensionally. The aim of this study was to develop standard protocols for volume rendering of image stacks of serial sections, while retaining the benefits of light microscopy such as resolution and color information. Here we provide a set of protocols for acquiring high-resolution 3D images of diverse microscopic samples through volume rendering based on serial light microscopical sections using the 3D reconstruction software Amira (Visage Imaging Inc.). We overcome several technical obstacles and show that these renderings are comparable in quality and resolution to 3D visualizations using other methods. This practical approach for visualizing 3D micro-morphology in full color takes advantage of both the sub-micron resolution of light microscopy and the specificity of histological stains, by combining conventional histological sectioning techniques, digital image acquisition, three-dimensional image filtering, and 3D image manipulation and visualization technologies. We show that this method can yield "true"-colored high-resolution 3D views of tissues as well as cellular and sub-cellular structures and thus represents a powerful tool for morphological, developmental, and comparative investigations. We conclude that the presented approach fills an important gap in the field of micro-anatomical 3D imaging and visualization methods by combining histological resolution and differentiation of details with 3D rendering of whole tissue samples. We demonstrate the

  6. An innovative calibration based integral photography rendering algorithm for medical application and its evaluation.

    Science.gov (United States)

    Chen, Guowen; Zhang, Xinran; Fan, Zhencheng; Liao, Hongen

    2015-01-01

    Autostereoscopic has long been proposed to fulfill medical display in image-guided surgery and clinical education to provide more intuitive position information of clinical interest zone thus improving surgery safety and accuracy. As one category of flexible autostereoscopic 3D display, computer generated integral photography (CGIP) has been studied in medical application by many researches for its convenience and cost-efficiency. However, IP still suffers from inaccurate light field reconstruction, which limits its practicality in surgery. In this paper, we propose and apply a flexible fish-eye model based micro lens array (MLA) distortion calibration method and pre-distorted retracing rendering algorithm to render elemental image array (EIA) of CGIP. Furthermore, we also evaluate light field of the proposed algorithm in depth cue, and signal noise ratio of IP images by phantom experiment.

  7. Incremental Volume Rendering Algorithm for Interactive 3D Ultrasound Imaging

    Science.gov (United States)

    1991-02-01

    hidden surface removal, such effects as cutaway viewing of the 17 Rat -cache (16 samples organized as 4-ary tree) embedded in an array,1,f -f I I I I I I...70. [Stick84] Stickels, K. R., and Wann, L.S. (1984). "An Analysis of Three- Dimensional Reconstructive Echocardiography ." Ultrasound in Med. & Biol

  8. Hardware Implementation of an Automatic Rendering Tone Mapping Algorithm for a Wide Dynamic Range Display

    Directory of Open Access Journals (Sweden)

    Orly Yadid-Pecht

    2013-10-01

    Full Text Available Tone mapping algorithms are used to adapt captured wide dynamic range (WDR scenes to the limited dynamic range of available display devices. Although there are several tone mapping algorithms available, most of them require manual tuning of their rendering parameters. In addition, the high complexities of some of these algorithms make it difficult to implement efficient real-time hardware systems. In this work, a real-time hardware implementation of an exponent-based tone mapping algorithm is presented. The algorithm performs a mixture of both global and local compression on colored WDR images. An automatic parameter selector has been proposed for the tone mapping algorithm in order to achieve good tone-mapped images without manual reconfiguration of the algorithm for each WDR image. Both algorithms are described in Verilog and synthesized for a field programmable gate array (FPGA. The hardware architecture employs a combination of parallelism and system pipelining, so as to achieve a high performance in power consumption, hardware resources usage and processing speed. Results show that the hardware architecture produces images of good visual quality that can be compared to software-based tone mapping algorithms. High peak signal-to-noise ratio (PSNR and structural similarity (SSIM scores were obtained when the results were compared with output images obtained from software simulations using MATLAB.

  9. The LLNL High Accuracy Volume Renderer for Unstructured Data: Capabilities, Current Limits, and Potential for ASCI/VIEWS Deployment

    Energy Technology Data Exchange (ETDEWEB)

    Williams, P L; Max, N L

    2001-06-04

    This report describes a volume rendering system for unstructured data, especially finite element data, that creates images with very high accuracy. The system will currently handle meshes whose cells are either linear or quadratic tetrahedra, or meshes with mixed cell types: tetrahedra, bricks, prisms, and pyramids. The cells may have nonplanar facets. Whenever possible, exact mathematical solutions for the radiance integrals and for interpolation are used. Accurate semitransparent shaded isosurfaces may be embedded in the volume rendering. For very small cells, subpixel accumulation by splatting is used to avoid sampling error. A new exact and efficient visibility ordering algorithm is described. The most accurate images are generated in software, however, more efficient algorithms utilizing graphics hardware may also be selected. The report describes the parallelization of the system for a distributed-shared memory multiprocessor machine, and concludes by discussing the system's limits, desirable future work, and ways to extend the system so as to be compatible with projected ASCI/VIEWS architectures.

  10. Simulation and training of lumbar punctures using haptic volume rendering and a 6DOF haptic device

    Science.gov (United States)

    Färber, Matthias; Heller, Julika; Handels, Heinz

    2007-03-01

    The lumbar puncture is performed by inserting a needle into the spinal chord of the patient to inject medicaments or to extract liquor. The training of this procedure is usually done on the patient guided by experienced supervisors. A virtual reality lumbar puncture simulator has been developed in order to minimize the training costs and the patient's risk. We use a haptic device with six degrees of freedom (6DOF) to feedback forces that resist needle insertion and rotation. An improved haptic volume rendering approach is used to calculate the forces. This approach makes use of label data of relevant structures like skin, bone, muscles or fat and original CT data that contributes information about image structures that can not be segmented. A real-time 3D visualization with optional stereo view shows the punctured region. 2D visualizations of orthogonal slices enable a detailed impression of the anatomical context. The input data consisting of CT and label data and surface models of relevant structures is defined in an XML file together with haptic rendering and visualization parameters. In a first evaluation the visible human male data has been used to generate a virtual training body. Several users with different medical experience tested the lumbar puncture trainer. The simulator gives a good haptic and visual impression of the needle insertion and the haptic volume rendering technique enables the feeling of unsegmented structures. Especially, the restriction of transversal needle movement together with rotation constraints enabled by the 6DOF device facilitate a realistic puncture simulation.

  11. A Screen Space GPGPU Surface LIC Algorithm for Distributed Memory Data Parallel Sort Last Rendering Infrastructures

    Energy Technology Data Exchange (ETDEWEB)

    Loring, Burlen; Karimabadi, Homa; Rortershteyn, Vadim

    2014-07-01

    The surface line integral convolution(LIC) visualization technique produces dense visualization of vector fields on arbitrary surfaces. We present a screen space surface LIC algorithm for use in distributed memory data parallel sort last rendering infrastructures. The motivations for our work are to support analysis of datasets that are too large to fit in the main memory of a single computer and compatibility with prevalent parallel scientific visualization tools such as ParaView and VisIt. By working in screen space using OpenGL we can leverage the computational power of GPUs when they are available and run without them when they are not. We address efficiency and performance issues that arise from the transformation of data from physical to screen space by selecting an alternate screen space domain decomposition. We analyze the algorithm's scaling behavior with and without GPUs on two high performance computing systems using data from turbulent plasma simulations.

  12. Use of multidetector row CT with volume renderings in right lobe living liver transplantation

    Energy Technology Data Exchange (ETDEWEB)

    Ishifuro, Minoru; Akiyama, Yuji; Kushima, Toshio [Department of Radiology, Hiroshima University Medical Hospital, 1-2-3, Kasumi-cho, Minami-ku, Hiroshima 734-8551 (Japan); Horiguchi, Jun; Nakashige, Aya; Tamura, Akihisa; Marukawa, Kazushi; Fukuda, Hiroshi; Ono, Chiaki; Ito, Katsuhide [Department of Radiology, Division of Medical Intelligence and Informatics, Programs for Applied Biomedicine, Graduate School of Biomedical Science, Hiroshima University, 1-2-3, Kasumi-cho, Minami-ku, Hiroshima 734-8551 (Japan)

    2002-10-01

    Multidetector row CT is a feasible diagnostic tool in pre- and postoperative liver partial transplantation. We can assess vascular anatomy and liver parenchyma as well as volumetry, which provide useful information for both donor selection and surgical planning. Disorders of the vascular and biliary systems are carefully observed in recipients. In addition, we evaluate liver regeneration of both the donor and the recipient by serial volumetry. We present how multidetector row CT with state-of-the-art three-dimensional volume renderings may be used in right lobe liver transplantation. (orig.)

  13. MaterialVis: material visualization tool using direct volume and surface rendering techniques.

    Science.gov (United States)

    Okuyan, Erhan; Güdükbay, Uğur; Bulutay, Ceyhun; Heinig, Karl-Heinz

    2014-05-01

    Visualization of the materials is an indispensable part of their structural analysis. We developed a visualization tool for amorphous as well as crystalline structures, called MaterialVis. Unlike the existing tools, MaterialVis represents material structures as a volume and a surface manifold, in addition to plain atomic coordinates. Both amorphous and crystalline structures exhibit topological features as well as various defects. MaterialVis provides a wide range of functionality to visualize such topological structures and crystal defects interactively. Direct volume rendering techniques are used to visualize the volumetric features of materials, such as crystal defects, which are responsible for the distinct fingerprints of a specific sample. In addition, the tool provides surface visualization to extract hidden topological features within the material. Together with the rich set of parameters and options to control the visualization, MaterialVis allows users to visualize various aspects of materials very efficiently as generated by modern analytical techniques such as the Atom Probe Tomography.

  14. Volume rendering accelerating method based on image recognition%建立在图像识别基础上的体绘制加速方法

    Institute of Scientific and Technical Information of China (English)

    何元烈; 陈萍; 战荫伟; 陈仰纯

    2009-01-01

    提出了一种新算法--IRVR(Image Recognition Volume Rendering),该算法能大幅降低冗余数据,从而提升体绘制速度.IRVR算法首先利用交叉熵阈值分割法从三维数据集中将物体像素和背景像素识别出来,然后将迭代光线追踪方法和物体检测采样策略结合起来对原始三维数据集进行采样.接着运用快速迭代法对分类数据集进行采样,从而定位视线与原始数据集的交点.IRVR算法还应用了准确正规采样方法(例如,三线性插值、样条插值等)在体绘制过程中对原始数据集进行插值.经过实验得出的结论证明IRVR算法既能提高体绘制的速度,又可以保证体绘制图像的质量.%A new algorithm (Image Recognition Volume Rendering,IRVR) is developed in this paper,which can remarkably decrease the redundant data during volume rendering.The IRVR algorithm uses the minimun cross-entropy threshold selection method to detecte the object and background voxels from a three dimensional dataset.An iterating ray tracing method combined with the objects detection sampling strategy is developed to sample the original dataset.The fast iterative method is implemented to sampling the classification dataset for locating the intersection position of the viewing ray and the original dataset.And the precise normal sampling method (for example,trilinear interpelation,spline interpolation,etc.) is applied to extract the gray value from the original dataset for volume rendering.The experiment result is given in this paper.It proves that the IRVR algorithm can improve the volume rendering speed and guarantee the quality of the volume rendering results.

  15. Multi-core and Many-core Shared-memory Parallel Raycasting Volume Rendering Optimization and Tuning

    Energy Technology Data Exchange (ETDEWEB)

    Howison, Mark

    2012-01-31

    Given the computing industry trend of increasing processing capacity by adding more cores to a chip, the focus of this work is tuning the performance of a staple visualization algorithm, raycasting volume rendering, for shared-memory parallelism on multi-core CPUs and many-core GPUs. Our approach is to vary tunable algorithmic settings, along with known algorithmic optimizations and two different memory layouts, and measure performance in terms of absolute runtime and L2 memory cache misses. Our results indicate there is a wide variation in runtime performance on all platforms, as much as 254% for the tunable parameters we test on multi-core CPUs and 265% on many-core GPUs, and the optimal configurations vary across platforms, often in a non-obvious way. For example, our results indicate the optimal configurations on the GPU occur at a crossover point between those that maintain good cache utilization and those that saturate computational throughput. This result is likely to be extremely difficult to predict with an empirical performance model for this particular algorithm because it has an unstructured memory access pattern that varies locally for individual rays and globally for the selected viewpoint. Our results also show that optimal parameters on modern architectures are markedly different from those in previous studies run on older architectures. And, given the dramatic performance variation across platforms for both optimal algorithm settings and performance results, there is a clear benefit for production visualization and analysis codes to adopt a strategy for performance optimization through auto-tuning. These benefits will likely become more pronounced in the future as the number of cores per chip and the cost of moving data through the memory hierarchy both increase.

  16. SparseLeap: Efficient Empty Space Skipping for Large-Scale Volume Rendering

    KAUST Repository

    Hadwiger, Markus

    2017-08-28

    Recent advances in data acquisition produce volume data of very high resolution and large size, such as terabyte-sized microscopy volumes. These data often contain many fine and intricate structures, which pose huge challenges for volume rendering, and make it particularly important to efficiently skip empty space. This paper addresses two major challenges: (1) The complexity of large volumes containing fine structures often leads to highly fragmented space subdivisions that make empty regions hard to skip efficiently. (2) The classification of space into empty and non-empty regions changes frequently, because the user or the evaluation of an interactive query activate a different set of objects, which makes it unfeasible to pre-compute a well-adapted space subdivision. We describe the novel SparseLeap method for efficient empty space skipping in very large volumes, even around fine structures. The main performance characteristic of SparseLeap is that it moves the major cost of empty space skipping out of the ray-casting stage. We achieve this via a hybrid strategy that balances the computational load between determining empty ray segments in a rasterization (object-order) stage, and sampling non-empty volume data in the ray-casting (image-order) stage. Before ray-casting, we exploit the fast hardware rasterization of GPUs to create a ray segment list for each pixel, which identifies non-empty regions along the ray. The ray-casting stage then leaps over empty space without hierarchy traversal. Ray segment lists are created by rasterizing a set of fine-grained, view-independent bounding boxes. Frame coherence is exploited by re-using the same bounding boxes unless the set of active objects changes. We show that SparseLeap scales better to large, sparse data than standard octree empty space skipping.

  17. State of the Art in Transfer Functions for Direct Volume Rendering

    KAUST Repository

    Ljung, Patric

    2016-07-04

    A central topic in scientific visualization is the transfer function (TF) for volume rendering. The TF serves a fundamental role in translating scalar and multivariate data into color and opacity to express and reveal the relevant features present in the data studied. Beyond this core functionality, TFs also serve as a tool for encoding and utilizing domain knowledge and as an expression for visual design of material appearances. TFs also enable interactive volumetric exploration of complex data. The purpose of this state-of-the-art report (STAR) is to provide an overview of research into the various aspects of TFs, which lead to interpretation of the underlying data through the use of meaningful visual representations. The STAR classifies TF research into the following aspects: dimensionality, derived attributes, aggregated attributes, rendering aspects, automation, and user interfaces. The STAR concludes with some interesting research challenges that form the basis of an agenda for the development of next generation TF tools and methodologies. © 2016 The Author(s) Computer Graphics Forum © 2016 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.

  18. GPU-Based Volume Rendering of Noisy Multi-Spectral Astronomical Data

    CERN Document Server

    Hassan, Amr H; Barnes, David G

    2010-01-01

    Traditional analysis techniques may not be sufficient for astronomers to make the best use of the data sets that current and future instruments, such as the Square Kilometre Array and its Pathfinders, will produce. By utilizing the incredible pattern-recognition ability of the human mind, scientific visualization provides an excellent opportunity for astronomers to gain valuable new insight and understanding of their data, particularly when used interactively in 3D. The goal of our work is to establish the feasibility of a real-time 3D monitoring system for data going into the Australian SKA Pathfinder archive. Based on CUDA, an increasingly popular development tool, our work utilizes the massively parallel architecture of modern graphics processing units (GPUs) to provide astronomers with an interactive 3D volume rendering for multi-spectral data sets. Unlike other approaches, we are targeting real time interactive visualization of datasets larger than GPU memory while giving special attention to data with l...

  19. Topological Galleries: A High Level User Interface for Topology Controlled Volume Rendering

    Energy Technology Data Exchange (ETDEWEB)

    MacCarthy, Brian; Carr, Hamish; Weber, Gunther H.

    2011-06-30

    Existing topological interfaces to volume rendering are limited by their reliance on sophisticated knowledge of topology by the user. We extend previous work by describing topological galleries, an interface for novice users that is based on the design galleries approach. We report three contributions: an interface based on hierarchical thumbnail galleries to display the containment relationships between topologically identifiable features, the use of the pruning hierarchy instead of branch decomposition for contour tree simplification, and drag-and-drop transfer function assignment for individual components. Initial results suggest that this approach suffers from limitations due to rapid drop-off of feature size in the pruning hierarchy. We explore these limitations by providing statistics of feature size as function of depth in the pruning hierarchy of the contour tree.

  20. Volume rendering versus maximum intensity projection in CT angiography: what works best, when, and why.

    Science.gov (United States)

    Fishman, Elliot K; Ney, Derek R; Heath, David G; Corl, Frank M; Horton, Karen M; Johnson, Pamela T

    2006-01-01

    The introduction and widespread availability of 16-section multi-detector row computed tomographic (CT) technology and, more recently, 64-section scanners, has greatly advanced the role of CT angiography in clinical practice. CT angiography has become a key component of state-of-the-art imaging, with applications ranging from oncology (eg, staging of pancreatic or renal cancer) to classic vascular imaging (eg, evaluation of aortic aneurysms and renal artery stenoses) as well as newer techniques such as coronary artery imaging and peripheral runoff studies. With an average of 400-1000 images in each volume data set, three-dimensional postprocessing is crucial to volume visualization. Radiologists now have workstations that provide capabilities for evaluation of these data sets by using a range of software programs and processing tools. Although different systems have unique capabilities and functionality, all provide the options of volume rendering and maximum intensity projection for image display and analysis. These two postprocessing techniques have different advantages and disadvantages when used in clinical practice, and it is important that radiologists understand when and how each technique should be used. Copyright RSNA, 2006.

  1. Digital forensic osteology: morphological sexing of skeletal remains using volume-rendered cranial CT scans.

    Science.gov (United States)

    Ramsthaler, Frank; Kettner, Mattias; Gehl, Axel; Verhoff, M A

    2010-02-25

    Because of the increasing lack of recent bone collections, ethical issues concerning maceration procedures, and progress in radiological imaging techniques, computed tomography (CT) scans offer an alternative to traditional anthropological bone collection. The present study examined volume-rendered cranial CT (CCT) scans from 50 crania to morphologically evaluate sex characteristics. CCT scans were performed and scored by two teams (Teams A and B) of two examiners each (2x50=100 examinations) to evaluate the occurrence and/or absence of morphological traits. Altogether, 60 of 100 crania (31 Team A+29 Team B) crania were determined to be male, and 40 (19 Team A+21 Team B) were determined to be female when using the scoring system adapted from Knussmann. These results imply a sex determination accuracy rate of 96%. Only in one case was recalculation of weighting factors necessary to determine one additional correct classification. As a single parameter, arcus superciliaris evaluation permitted the most accurate sex determination (female, 84.2%; male, 85.5%). No significant difference in accuracy rates was observed between the two sexes (p<0.65, chi(2)=0.39, Fisher's exact test). Interobserver bias rates for both teams were very low (kappa=0.83). The present study shows that volume-rendered CCT images are suitable for the collection of data concerning morphologic sex determination of skulls. Thus, this method may be helpful in both actual forensic casework and the systematic reevaluation and improvement of classical anthropological methods and their adaptation to changing populations.

  2. 3D Reconstruction from X-ray Fluoroscopy for Clinical Veterinary Medicine using Differential Volume Rendering

    Science.gov (United States)

    Khongsomboon, Khamphong; Hamamoto, Kazuhiko; Kondo, Shozo

    3D reconstruction from ordinary X-ray equipment which is not CT or MRI is required in clinical veterinary medicine. Authors have already proposed a 3D reconstruction technique from X-ray photograph to present bone structure. Although the reconstruction is useful for veterinary medicine, the thechnique has two problems. One is about exposure of X-ray and the other is about data acquisition process. An x-ray equipment which is not special one but can solve the problems is X-ray fluoroscopy. Therefore, in this paper, we propose a method for 3D-reconstruction from X-ray fluoroscopy for clinical veterinary medicine. Fluoroscopy is usually used to observe a movement of organ or to identify a position of organ for surgery by weak X-ray intensity. Since fluoroscopy can output a observed result as movie, the previous two problems which are caused by use of X-ray photograph can be solved. However, a new problem arises due to weak X-ray intensity. Although fluoroscopy can present information of not only bone structure but soft tissues, the contrast is very low and it is very difficult to recognize some soft tissues. It is very useful to be able to observe not only bone structure but soft tissues clearly by ordinary X-ray equipment in the field of clinical veterinary medicine. To solve this problem, this paper proposes a new method to determine opacity in volume rendering process. The opacity is determined according to 3D differential coefficient of 3D reconstruction. This differential volume rendering can present a 3D structure image of multiple organs volumetrically and clearly for clinical veterinary medicine. This paper shows results of simulation and experimental investigation of small dog and evaluation by veterinarians.

  3. The effect of CT scanner parameters and 3D volume rendering techniques on the accuracy of linear, angular, and volumetric measurements of the mandible

    Science.gov (United States)

    Whyms, B.J.; Vorperian, H.K.; Gentry, L.R.; Schimek, E.M.; Bersu, E.T.; Chung, M.K.

    2013-01-01

    Objectives This study investigates the effect of scanning parameters on the accuracy of measurements from three-dimensional multi-detector computed tomography (3D-CT) mandible renderings. A broader range of acceptable parameters can increase the availability of CT studies for retrospective analysis. Study Design Three human mandibles and a phantom object were scanned using 18 combinations of slice thickness, field of view, and reconstruction algorithm and three different threshold-based segmentations. Measurements of 3D-CT models and specimens were compared. Results Linear and angular measurements were accurate, irrespective of scanner parameters or rendering technique. Volume measurements were accurate with a slice thickness of 1.25 mm, but not 2.5 mm. Surface area measurements were consistently inflated. Conclusions Linear, angular and volumetric measurements of mandible 3D-CT models can be confidently obtained from a range of parameters and rendering techniques. Slice thickness is the primary factor affecting volume measurements. These findings should also apply to 3D rendering using cone-beam-CT. PMID:23601224

  4. Quantum rendering

    Science.gov (United States)

    Lanzagorta, Marco O.; Gomez, Richard B.; Uhlmann, Jeffrey K.

    2003-08-01

    In recent years, computer graphics has emerged as a critical component of the scientific and engineering process, and it is recognized as an important computer science research area. Computer graphics are extensively used for a variety of aerospace and defense training systems and by Hollywood's special effects companies. All these applications require the computer graphics systems to produce high quality renderings of extremely large data sets in short periods of time. Much research has been done in "classical computing" toward the development of efficient methods and techniques to reduce the rendering time required for large datasets. Quantum Computing's unique algorithmic features offer the possibility of speeding up some of the known rendering algorithms currently used in computer graphics. In this paper we discuss possible implementations of quantum rendering algorithms. In particular, we concentrate on the implementation of Grover's quantum search algorithm for Z-buffering, ray-tracing, radiosity, and scene management techniques. We also compare the theoretical performance between the classical and quantum versions of the algorithms.

  5. Random forest classification of large volume structures for visuo-haptic rendering in CT images

    Science.gov (United States)

    Mastmeyer, Andre; Fortmeier, Dirk; Handels, Heinz

    2016-03-01

    For patient-specific voxel-based visuo-haptic rendering of CT scans of the liver area, the fully automatic segmentation of large volume structures such as skin, soft tissue, lungs and intestine (risk structures) is important. Using a machine learning based approach, several existing segmentations from 10 segmented gold-standard patients are learned by random decision forests individually and collectively. The core of this paper is feature selection and the application of the learned classifiers to a new patient data set. In a leave-some-out cross-validation, the obtained full volume segmentations are compared to the gold-standard segmentations of the untrained patients. The proposed classifiers use a multi-dimensional feature space to estimate the hidden truth, instead of relying on clinical standard threshold and connectivity based methods. The result of our efficient whole-body section classification are multi-label maps with the considered tissues. For visuo-haptic simulation, other small volume structures would have to be segmented additionally. We also take a look into these structures (liver vessels). For an experimental leave-some-out study consisting of 10 patients, the proposed method performs much more efficiently compared to state of the art methods. In two variants of leave-some-out experiments we obtain best mean DICE ratios of 0.79, 0.97, 0.63 and 0.83 for skin, soft tissue, hard bone and risk structures. Liver structures are segmented with DICE 0.93 for the liver, 0.43 for blood vessels and 0.39 for bile vessels.

  6. Low dose four-dimensional computerized tomography with volume rendering reconstruction for primary hyperparathyroidism: How I do it?

    Institute of Scientific and Technical Information of China (English)

    Timothy; A; Platz; Moshim; Kukar; Rania; Elmarzouky; William; Cance; Ahmed; Abdelhalim

    2014-01-01

    Abstract Modification of 4-dimensional computed tomography(4D-CT)technique with volume rendering reconstruc-tions and significant dose reduction is a safe and ac-curate method of pre-operative localization for primary hyperparathyroidism.Modified low dose 4D-CT with volume rendering reconstructions provides precise preoperative localization and is associated with a sig-nificant reduction in radiation exposure compared to classic preoperative localizing techniques.It should be considered the preoperative localization study of choice for primary hyperparathyroidism.

  7. Three-dimensional MRA study of the normal canine thorax: MIP sections and volume rendering.

    Science.gov (United States)

    Contreras, S; Vázquez, J M; Morales, M; Rivero, M A; Gil, F; Latorre, R; Arencibia, A

    2011-02-01

    The purpose of this study was to investigate the feasibility of three-dimensional contrast-enhanced magnetic resonance angiography (3D-CE-MRA) for the non-invasive anatomical evaluation of the thoracic vasculature in five normal Beagles. After intravenous gadolinium administration and a cardio-respiratory gating protocol, fast 3D gradient echo pulse sequence MRA was performed employing a 1.5 Tesla magnet and a human thorax coil. Three-dimensional vascular software was applied. Sagittal, transverse and dorsal maximum intensity projection (MIP) sections and volume rendering (VR) images were obtained and labelled. Anatomical literature, dissections and gross sections were employed to assist the identification of the vascular structures. With improvements in scanner technology, MIP sections and VR images are a promising, non-invasive and accurate method of evaluating the canine thoracic vasculature. Images provide a reference material for clinical studies of the canine thorax for radiologist-surgeon teamwork assessment and also encourage the development of this technique in veterinary medicine.

  8. 面向体绘制图像的直接体对象抠取%Direct Volume Object Cutout on Volume Rendering Images

    Institute of Scientific and Technical Information of China (English)

    宋巍; 杨涛; 陈莉; 张慧

    2011-01-01

    Although various segmentation or cutout schemes have been well-developed for both 2D and 3D images, it remains a challenging problem to cutout an object from a volume dataset in an intuitive and convenient fashion. Most of existing volume cutout algorithms operate on 2D slice images, and extend the extracted information to the 3D counter. In this paper, we propose a novel volume object cutout algorithm which allows users to select 3D points by drawing strokes onto the volume rendering images. A set of 3D points is collected by casting through the drawn strokes, followed by a refinement process based on the k-mean clustering method to obtain high confidential result. Taking these refined points as seed points, the graph cut algorithm is employed to accurately and quickly extract the intended object. Experimental results demonstrate the effectiveness of our algorithm.%针对三维体对象抠取的相关工作中存在的尚多不足,提出一种体对象抠取算法.首先计算出与用户勾画结果相关的三维数据点,然后基于K-means聚类方法标记出高置信度的属于目标对象和无关对象的三维数据点,并以此作为种子点,借助基于能量优化的图割算法最终得到正确的体对象抠取结果.用户只需直接在体绘制的二维颜色叠加结果上通过简单的勾画指定目标对象和无关对象,即可抠取出感兴趣的体结构.最后通过实验说明了该算法的有效性.

  9. 3D skewing and de-skewing scheme for conflict-free access to rays in volume rendering

    Energy Technology Data Exchange (ETDEWEB)

    Cohen-or, D.; Kaufman, A. [Tel-Aviv Univ., Ramat Aviv (Israel)

    1995-05-01

    We extend a 2D linear skewed memory organization to 3D and introduce the associated de-skewing scheme designed to provide conflict-free access to projection rays of voxels for use in a volume rendering architecture. This is an application of a 3D linear skewing scheme which supports real-time axonometric projection from 26 primary orientations. 17 refs.

  10. Comparison of Volume Rendering CT cholangiography and Minimum intensity projection CT cholangiography in patients with obstructive biliary disease

    OpenAIRE

    牛見, 尚史; 佃, 俊二; 平敷, 淳子

    2002-01-01

     We compared the detectability and conspicuity of minimum intensity projection CT cholangiography (Min-IP CTC)with volume rendering CT cholangiography (VRCTC).The subjects were ten patients (6 men, 4 women, mean age 64.7) who clinically suspected obstructive biliary truct disease. They underwent enhanced helical CT. Volume data of delayed phase that reconstructed by 2 or 1 mm thickness was transferred to work station (Advantage Windows) and data processing by Minimum Intensity Projection (Min...

  11. Standardized Volume Rendering for Magnetic Resonance Angiography Measurements in the Abdominal Aorta

    Energy Technology Data Exchange (ETDEWEB)

    Persson, A.; Brismar, T.B.; Lundstroem, C.; Dahlstroem, N.; Othberg, F.; Smedby, Oe. [Linkoeping Univ. Hospital (Sweden). Center for Medical Image Science and Visualization (CMIV)

    2006-03-15

    Purpose: To compare three methods for standardizing volume rendering technique (VRT) protocols by studying aortic diameter measurements in magnetic resonance angiography (MRA) datasets. Material and Methods: Datasets from 20 patients previously examined with gadolinium-enhanced MRA and with digital subtraction angiography (DSA) for abdominal aortic aneurysm were retrospectively evaluated by three independent readers. The MRA datasets were viewed using VRT with three different standardized transfer functions: the percentile method (Pc-VRT), the maximum-likelihood method (ML-VRT), and the partial range histogram method (PRH-VRT). The aortic diameters obtained with these three methods were compared with freely chosen VRT parameters (F-VRT) and with maximum intensity projection (MIP) concerning inter-reader variability and agreement with the reference method DSA. Results: F-VRT parameters and PRH-VRT gave significantly higher diameter values than DSA, whereas Pc-VRT gave significantly lower values than DSA. The highest interobserver variability was found for F-VRT parameters and MIP, and the lowest for Pc-VRT and PRH-VRT. All standardized VRT methods were significantly superior to both MIP and F-VRT in this respect. The agreement with DSA was best for PRH-VRT, which was the only method with a mean error below 1 mm and which also had the narrowest limits of agreement (95% of cases between 2.1 mm below and 3.1 mm above DSA). Conclusion: All the standardized VRT methods compare favorably with MIP and VRT with freely selected parameters as regards interobserver variability. The partial range histogram method, although systematically overestimating vessel diameters, gives results closest to those of DSA.

  12. A Pixel Moving Voxel Surface Rendering Algorithm%像素的移动体素面绘制算法

    Institute of Scientific and Technical Information of China (English)

    郑丽萍; 李光耀; 李寰

    2012-01-01

    移动立方体算法是最具影响力的等值面构造算法.本文以移动立方体算法为基础,提出了像素点移动体素面绘制算法.根据物体表面的显示特性和体素特点,利用像素点组成的边界体素绘制物体的等值面,实现物体表面的三维重建.在实验中,对一组CT图像中的骨骼组织进行三维表面重建和显示,并与用Matlab绘制函数重建的三维结果进行比较.实验分析表明,该算法能对物体进行三维重建,避免了二义性问题,但重建表面不光滑,重建花费的时间较长.%The marching cubes algorithm is the most influential isosurface construction algorithm. In this paper, a moving pixel-voxel surface rendering algorithm is proposed. According to the marching cubes algorithm, the display properties of object surface and voxel characteristics, we render the object isosurface with boundary voxel and reconstruct the 3D surface. In the experiments, reconstruct the bone tissue with the proposed algorithm and the Matlab rendering function. Finally, by comparing two experimental results, we show that this algorithm can reconstruct an object 3D surface and avoid ambiguity. But the reconstructed 3D surface is not smooth and the reconstructed time is long.

  13. Three-dimensional volume rendering of the ankle based on magnetic resonance images enables the generation of images comparable to real anatomy

    Science.gov (United States)

    Anastasi, Giuseppe; Cutroneo, Giuseppina; Bruschetta, Daniele; Trimarchi, Fabio; Ielitro, Giuseppe; Cammaroto, Simona; Duca, Antonio; Bramanti, Placido; Favaloro, Angelo; Vaccarino, Gianluigi; Milardi, Demetrio

    2009-01-01

    We have applied high-quality medical imaging techniques to study the structure of the human ankle. Direct volume rendering, using specific algorithms, transforms conventional two-dimensional (2D) magnetic resonance image (MRI) series into 3D volume datasets. This tool allows high-definition visualization of single or multiple structures for diagnostic, research, and teaching purposes. No other image reformatting technique so accurately highlights each anatomic relationship and preserves soft tissue definition. Here, we used this method to study the structure of the human ankle to analyze tendon–bone–muscle relationships. We compared ankle MRI and computerized tomography (CT) images from 17 healthy volunteers, aged 18–30 years (mean 23 years). An additional subject had a partial rupture of the Achilles tendon. The MRI images demonstrated superiority in overall quality of detail compared to the CT images. The MRI series accurately rendered soft tissue and bone in simultaneous image acquisition, whereas CT required several window-reformatting algorithms, with loss of image data quality. We obtained high-quality digital images of the human ankle that were sufficiently accurate for surgical and clinical intervention planning, as well as for teaching human anatomy. Our approach demonstrates that complex anatomical structures such as the ankle, which is rich in articular facets and ligaments, can be easily studied non-invasively using MRI data. PMID:19678857

  14. Role of volume rendered 3-D computed tomography in conservative management of trauma-related thoracic injuries.

    LENUS (Irish Health Repository)

    OʼLeary, Donal Peter

    2012-09-01

    Pneumatic nail guns are a tool used commonly in the construction industry and are widely available. Accidental injuries from nail guns are common, and several cases of suicide using a nail gun have been reported. Computed tomographic (CT) imaging, together with echocardiography, has been shown to be the gold standard for investigation of these cases. We present a case of a 55-year-old man who presented to the accident and emergency unit of a community hospital following an accidental pneumatic nail gun injury to his thorax. Volume-rendered CT of the thorax allowed an accurate assessment of the thoracic injuries sustained by this patient. As there was no evidence of any acute life-threatening injury, a sternotomy was avoided and the patient was observed closely until discharge. In conclusion, volume-rendered 3-dimensional CT can greatly help in the decision to avoid an unnecessary sternotomy in patients with a thoracic nail gun injury.

  15. A real-time photo-realistic rendering algorithm of ocean color based on bio-optical model

    Science.gov (United States)

    Ma, Chunyong; Xu, Shu; Wang, Hongsong; Tian, Fenglin; Chen, Ge

    2016-12-01

    A real-time photo-realistic rendering algorithm of ocean color is introduced in the paper, which considers the impact of ocean bio-optical model. The ocean bio-optical model mainly involves the phytoplankton, colored dissolved organic material (CDOM), inorganic suspended particle, etc., which have different contributions to absorption and scattering of light. We decompose the emergent light of the ocean surface into the reflected light from the sun and the sky, and the subsurface scattering light. We establish an ocean surface transmission model based on ocean bidirectional reflectance distribution function (BRDF) and the Fresnel law, and this model's outputs would be the incident light parameters of subsurface scattering. Using ocean subsurface scattering algorithm combined with bio-optical model, we compute the scattering light emergent radiation in different directions. Then, we blend the reflection of sunlight and sky light to implement the real-time ocean color rendering in graphics processing unit (GPU). Finally, we use two kinds of radiance reflectance calculated by Hydrolight radiative transfer model and our algorithm to validate the physical reality of our method, and the results show that our algorithm can achieve real-time highly realistic ocean color scenes.

  16. A Real-Time Photo-Realistic Rendering Algorithm of Ocean Color Based on Bio-Optical Model

    Institute of Scientific and Technical Information of China (English)

    MA Chunyong; XU Shu; WANG Hongsong; TIAN Fenglin; CHEN Ge

    2016-01-01

    A real-time photo-realistic rendering algorithm of ocean color is introduced in the paper, which considers the impact of ocean bio-optical model. The ocean bio-optical model mainly involves the phytoplankton, colored dissolved organic material (CDOM), inorganic suspended particle,etc., which have different contributions to absorption and scattering of light. We decompose the emergent light of the ocean surface into the reflected light from the sun and the sky, and the subsurface scattering light. We estab-lish an ocean surface transmission model based on ocean bidirectional reflectance distribution function (BRDF) and the Fresnel law, and this model’s outputs would be the incident light parameters of subsurface scattering. Using ocean subsurface scattering algorithm combined with bio-optical model, we compute the scattering light emergent radiation in different directions. Then, we blend the re-flection of sunlight and sky light to implement the real-time ocean color rendering in graphics processing unit (GPU). Finally, we use two kinds of radiance reflectance calculated by Hydrolight radiative transfer model and our algorithm to validate the physical reality of our method, and the results show that our algorithm can achieve real-time highly realistic ocean color scenes.

  17. APEX (Air Pollution Exercise) Volume 9: Industrialist's Manual No. 5, Caesar's Rendering Plant.

    Science.gov (United States)

    Environmental Protection Agency, Research Triangle Park, NC. Office of Manpower Development.

    The Industrialist's Manual No. 5, Caesar's Rendering Plant is part of a set of 21 manuals (AA 001 009-001 029) used in APEX (Air Pollution Exercise), a computerized college and professional level "real world" game simulation of a community with urban and rural problems, industrial activities, and air pollution difficulties. The first two sections,…

  18. Automated volume of interest delineation and rendering of cone beam CT images in interventional cardiology

    Science.gov (United States)

    Lorenz, Cristian; Schäfer, Dirk; Eshuis, Peter; Carroll, John; Grass, Michael

    2012-02-01

    Interventional C-arm systems allow the efficient acquisition of 3D cone beam CT images. They can be used for intervention planning, navigation, and outcome assessment. We present a fast and completely automated volume of interest (VOI) delineation for cardiac interventions, covering the whole visceral cavity including mediastinum and lungs but leaving out rib-cage and spine. The problem is addressed in a model based approach. The procedure has been evaluated on 22 patient cases and achieves an average surface error below 2mm. The method is able to cope with varying image intensities, varying truncations due to the limited reconstruction volume, and partially with heavy metal and motion artifacts.

  19. A Volume Clearing Algorithm for Muon Tomography

    CERN Document Server

    Mitra, D; Hohlmann, M

    2014-01-01

    The primary objective is to enhance muon-tomographic image reconstruction capability by providing distinctive information in terms of deciding on the properties of regions or voxels within a probed volume "V" during any point of scanning: threat type, non-threat type, or not-sufficient data. An algorithm (MTclear) is being developed to ray-trace muon tracks and count how many straight tracks are passing through a voxel. If a voxel "v" has sufficient number of straight tracks (t), then "v" is a non-threat type voxel, unless there are sufficient number of scattering points (p) in "v" that will make it a threat-type voxel. The algorithm also keeps track of voxels for which not enough information is known: where p and v both fall below their respective threshold parameters. We present preliminary results showing how the algorithm works on data collected with a Muon Tomography station based on gas electron multipliers operated by our group. The MTclear algorithm provides more comprehensive information to a human o...

  20. The Differential Equation Algorithm for General Deformed Swept Volumes

    Institute of Scientific and Technical Information of China (English)

    汪国平; 华宣积; 孙家广

    2000-01-01

    The differential equation approach for characterizing swept volume boundaries is extended to include objects experiencing deformation. For deformed swept volume, it is found that the structure and algorithm of sweep-envelope differential equation (SEDE) are similar between the deformed and the rigid swept volumes. The efficiency of SEDE approach for deformed swept volume is proved with an example.

  1. Three-dimensional volume rendering of tibiofibular joint space and quantitative analysis of change in volume due to tibiofibular syndesmosis diastases

    Energy Technology Data Exchange (ETDEWEB)

    Taser, F.; Shafiq, Q.; Ebraheim, N.A. [Medical University of Ohio, Orthopaedic Surgery Department, Toledo, OH (United States)

    2006-12-15

    The diagnosis of ankle syndesmosis injuries is made by various imaging techniques. The present study was undertaken to examine whether the three-dimensional reconstruction of axial CT images and calculation of the volume of tibiofibular joint space enhances the sensitivity of diastases diagnoses or not. Six adult cadaveric ankle specimens were used for spiral CT-scan assessment of tibiofibular syndesmosis. After the specimens were dissected, external fixation was performed and diastases of 1, 2, and 3 mm was simulated by a precalibrated device. Helical CT scans were obtained with 1.0-mm slice thickness. The data was transferred to the computer software AcquariusNET. Then the contours of the tibiofibular syndesmosis joint space were outlined on each axial CT slice and the collection of these slices were stacked using the computer software AutoCAD 2005, according to the spatial arrangement and geometrical coordinates between each slice, to produce a three-dimensional reconstruction of the joint space. The area of each slice and the volume of the entire tibiofibular joint space were calculated. The tibiofibular joint space at the 10th-mm slice level was also measured on axial CT scan images at normal, 1, 2 and 3-mm joint space diastases. The three-dimensional volume-rendering of the tibiofibular syndesmosis joint space from the spiral CT data demonstrated the shape of the joint space and has been found to be a sensitive method for calculating joint space volume. We found that, from normal to 1 mm, a 1-mm diastasis increases approximately 43% of the joint space volume, while from 1 to 3 mm, there is about a 20% increase for each 1-mm increase. Volume calculation using this method can be performed in cases of syndesmotic instability after ankle injuries and for preoperative and postoperative evaluation of the integrity of the tibiofibular syndesmosis. (orig.)

  2. Morphological study of surgical approach by superior temporal sulcus-temporal horn of lateral ventricle approach using volume rendering.

    Science.gov (United States)

    Sun, Wei; Jia, Linpei; Dong, Yidian; Zhao, Hang; Liu, Haoyuan; Yang, Kerong; Li, Youqiong

    2014-03-01

    In this research, we acquired the length of the superior temporal sulcus, the shortest distance from the superior temporal sulcus to the temporal horn of the lateral ventricle, and the approach angle between the median sagittal plane and the shortest segment from the superior temporal sulcus to the temporal horn of the lateral ventricle measuring 98 specimens by magnetic resonance imaging volume rendering. At the same time, we preliminarily oriented the point of the superior temporal sulcus, which is closest to the temporal horn of the lateral ventricle, aimed at finding out the best entrance point of surgical approach through the superior temporal sulcus to the temporal horn of the lateral ventricle and reducing the damage to optic radiation as well as other nerve fibers during the operation. The results indicate that the point at the front side 3/5 of the superior temporal sulcus may be the ideal surgical approach entrance point, and there is no difference between 2 cerebral hemispheres (P < 0.05).

  3. A study on variation types in celiac axis and superior mesenteric artery using 3D volume rendering of MDCT

    Energy Technology Data Exchange (ETDEWEB)

    Lee, Jeong Keun; Jang, Seong Joo [Dept. of Radiological physics Graduate School of Dongshin University, Naju (Korea, Republic of); Jang, Young Ill [Dept. of Radiological Technology of Kwangyang Health College, Kwangyang (Korea, Republic of)

    2013-06-15

    The aim of this study was to evaluate the variation which based on Celiac axis and SMA using by CT volume rendering images. 613 patients underwent abdominal CTA, there were 552 patients (99.05%, TypeⅠ, Ⅱ ) with normal anatomical form and 61 (9.95%, Type Ⅲ-Ⅻ) with variation. TypeⅠ was 339(55.31%), Type Ⅱ was 213 (34.74%), Type Ⅲ was 18 (2.93%), Type Ⅳ was 12 patients (1.95%), Type Ⅴ was 11 patient (1.79%), Type Ⅵ was 9 patients (1.46%), Type Ⅶ was 6 patients (0.97%), Type Ⅷ was 1 patient (0.16%), Type Ⅸ was 1 patient (0.16%), Type Ⅹ was 1 patient (0.16%), Type Ⅺ was 1 patient (0.16%), and Type Ⅻ was 1 patient (0.16%) into totally new types of variation. In conclusion, we could found 9 new types of variation by classifying based on celiac axis and superior mesenteric artery. These results were considered to be an important opportunity for a new vessel map.

  4. Video-based rendering

    CERN Document Server

    Magnor, Marcus A

    2005-01-01

    Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as computer games, special effects, and interactive TV. This book offers an in-depth introduction to video-based rendering, a rapidly developing new interdisciplinary topic employing techniques from computer graphics, computer vision, and telecommunication en

  5. Generic Rendering Algorithm for Autostereoscopic Displays Using GPU%基于GPU的自由立体显示器通用渲染算法

    Institute of Scientific and Technical Information of China (English)

    丁剑飞; 徐昆; 胡国桥

    2012-01-01

    As a kind of 3D displayers, autostereoscopic displays can create 3D images in the space. Since autostereoscopic displays need to render multi-view images, and thus naive rendering approaches would slow down the rendering process by rendering and transporting much more data. A method was proposed that significantly speeded up the rendering process by transporting data into texture memory instead of system memory. Using new OpenGL Extension, scene data was rendered into 3D texture directly. These measures help us to improve the efficiency of texture transporting and multi-texture blending. In addition, the algorithm maintains rendering every view independently, so it possesses favorable commonality. Finally, it is demonstrated that the proposed method can achieve real-time frame rates.%自由立体显示器作为三维显示器中的一种,能够产生具有空间感的三维映像,但在显示虚拟的三维场景时,需要对场景进行多视角渲染,渲染和数据传输次数都数倍增加,因而实时渲染成为难题。与传统的多视角渲染方法不同,提出的加速算法改变了渲染流程,把每个视角渲染后用于合成的子图像不再存回系统主存中,而是将这些子图像传入纹理内存。同时程序中采用了多处最新的OpenGL扩展功能,通过FBO将场景直接渲染到三维纹理,极大提高了纹理传输和多层纹理混合的效率,从而加速了整个渲染过程。另外,由于本方法保留了对各视角图像的独立渲染运算,对渲染场景具有很强的通用性。通过与其他算法的实验比较,证明了提出方法的通用性和稳定性,达到了实时显示的要求。

  6. A new algorithm of brain volume contours segmentation

    Institute of Scientific and Technical Information of China (English)

    吴建明; 施鹏飞

    2003-01-01

    This paper explores brain CT slices segmentation technique and some related problems, including contours segmentation algorithms, edge detector, algorithm evaluation and experimental results. This article describes a method for contour-based segmentation of anatomical structures in 3D medical data sets. With this method, the user manually traces one or more 2D contours of an anatomical structure of interest on parallel planes arbitrarily cutting the data set. The experimental results showes the segmentation based on 3D brain volume and 2D CT slices. The main creative contributions in this paper are: (1) contours segmentation algorithm; (2) edge detector; (3) algorithm evaluation.

  7. 基于GPU的实时素描风格渲染算法%Real-time sketch style rendering algorithm based on GPU

    Institute of Scientific and Technical Information of China (English)

    高山晓; 吴献

    2015-01-01

    To simulate lines and shades in sketch style better, this paper presented an improved technique for rendering 3D meshes in the pencil drawing style. The algorithm divided the rendering process into three processes - contour drawing, texture drawing and tone adjustment. For contour drawing, this paper used multi-sampling to detect object contours and proposed chi-square distribution and trigonometric function to imitate the pencil line drawing. For texture drawing, this paper used the tangent and binormal of the model to generate integration directions. Then a pencil drawing texture was generated by using Liner Integral Convolution ( LIC) technology. As the result of the blend of multiple rendering may lead the tone to gray, this paper added the tone drawing before the final output. Through the Newton interpolation method to calculate the output curve, the final color distribution results were more like pencil drawing style. Experiments show that the work is more efficient and has a better performance. This algorithm can better simulate the hand-painted style lines and be applied to video game rendering.%为了更好地模拟素描画中线条的轻重变化和明暗变化,提出了一种改进的素描风格渲染算法。将渲染过程分为轮廓线绘制、纹理绘制和色调调整三个部分;在轮廓线染绘制过程中采用多重采样来辨识轮廓线,利用卡方分布和紊乱场来模拟生成素描化线条绘制;在纹理渲染绘制中,利用模型的切线和副法线生成多个方向场,通过对白噪声纹理的线性卷积( LIC)生成素描化纹理;通过牛顿插值法重新计算了输出曲线解决多重渲染混合后绘制效果偏灰问题。实验结果显示改进后素描风格渲染算法具有更高的渲染效率和更好的渲染效果。算法能够较好地实现素描风格的渲染效果,并可广泛适用于影视游戏开发中。

  8. An Improved Shadow Maps Algorithm for Real-time Rendering%基于Shadow Maps的实时阴影生成算法改进

    Institute of Scientific and Technical Information of China (English)

    张伟; 奚俊峰

    2011-01-01

    To build vivider shadows for real-time rendering in three-dimensional animation, Shadow Maps algorithm is studied and improved. By taking main value of average segmentation and logarithmic segmentation as the parameter to divide the shadow scene, the perspective aliasing is relieved. And by building and buffing the shadow maps twice with proper offset, the shadow acne, which caused by self-shadow error, is cleared up. The improved algorithm is implemented based on OpenGL with common graphic hardware and Windows XP. It's shown that the algorithm can build high quality shadows with satisfying the demand of the real-time rendering.%为了在三维动画场景中实时生成更逼真的阴影,分析了Shadow Maps 阴影生成算法走样和失真问题的原因.采用平均分割与对数分割相结合的方法改进了透视走样同题,采用双阴影图法改进了自阴影绘制问题.在Windows XP环境中,基于OpenGL库,编程实现了Shadow Maps算法改进.实验表明,在目前流行的硬件配置环境下,改进后的算法在阴影生成过程中能满足实时渲染帧率要求,同时增强虚拟场景阴影质量.

  9. Volume rendering acceleration method based on optimal bricking for large volume data%基于最优化分块的大规模数据体绘制加速方法

    Institute of Scientific and Technical Information of China (English)

    彭伟; 李建新; 闫镔; 童莉; 陈健; 管士勇

    2011-01-01

    GPU-based volume rendering has become an active research area in the domain of volume visualization.Large volume data cannot be uploaded directly due to the limitation of GPU memory, which has been a bottleneck of the application of GPU.Bricking method could not only solve this problem, but also maintain the quality of original volume-rendered image.However, the data exchange via the graphics bus is really time consuming and will definitely degrade the render performance.As for these difficulties, the optimal bricking for large volume data was calculated by establishing the model for optimal bricking, and also a 3D texture named node code texture was constructed and distance template was improved to accelerate the octree-based bricking volume rendering.The experimental results illustrate that the proposed method can significantly accelerate the bricking-based volume rendering for large volume data.%GPU加速体绘制已成为体可视化领域的研究热点,然而超出显存的大规模数据无法直接载入,成为GPU应用的瓶颈.分块技术能够在保证图像质量的条件下解决该问题,但分块数据的频繁加载和访问明显降低了绘制速度.针对上述问题,通过建立最优化分块模型得到了大规模数据的最优分块,并通过构造节点编号纹理和改进距离模板设计的方法进一步提高了基于八叉树的分块体绘制算法的绘制速度.实验结果表明,该方法加速效果明显.

  10. Three-dimensional volume-rendered multidetector CT imaging of the posterior inferior pancreaticoduodenal artery: its anatomy and role in diagnosing extrapancreatic perineural invasion

    Science.gov (United States)

    Giacomini, Craig; Brooke Jeffrey, R.; Willmann, Juergen K.; Olcott, Eric

    2013-01-01

    Abstract Extrapancreatic perineural spread in pancreatic adenocarcinoma contributes to poor outcomes, as it is known to be a major contributor to positive surgical margins and disease recurrence. However, current staging classifications have not yet taken extrapancreatic perineural spread into account. Four pathways of extrapancreatic perineural spread have been described that conveniently follow small defined arterial pathways. Small field of view three-dimensional (3D) volume-rendered multidetector computed tomography (MDCT) images allow visualization of small peripancreatic vessels and thus perineural invasion that may be associated with them. One such vessel, the posterior inferior pancreaticoduodenal artery (PIPDA), serves as a surrogate for extrapancreatic perineural spread by pancreatic adenocarcinoma arising in the uncinate process. This pictorial review presents the normal and variant anatomy of the PIPDA with 3D volume-rendered MDCT imaging, and emphasizes its role as a vascular landmark for the diagnosis of extrapancreatic perineural invasion from uncinate adenocarcinomas. Familiarity with the anatomy of PIPDA will allow accurate detection of extrapancreatic perineural spread by pancreatic adenocarcinoma involving the uncinate process, and may potentially have important staging implications as neoadjuvant therapy improves. PMID:24434918

  11. Modified algorithm for generating high volume fraction sphere packings

    Science.gov (United States)

    Valera, Roberto Roselló; Morales, Irvin Pérez; Vanmaercke, Simon; Morfa, Carlos Recarey; Cortés, Lucía Argüelles; Casañas, Harold Díaz-Guzmán

    2015-06-01

    Advancing front packing algorithms have proven to be very efficient in 2D for obtaining high density sets of particles, especially disks. However, the extension of these algorithms to 3D is not a trivial task. In the present paper, an advancing front algorithm for obtaining highly dense sphere packings is presented. It is simpler than other advancing front packing methods in 3D and can also be used with other types of particles. Comparison with respect to other packing methods have been carried out and a significant improvement in the volume fraction (VF) has been observed. Moreover, the quality of packings was evaluated with indicators other than VF. As additional advantage, the number of generated particles with the algorithm is linear with respect to time.

  12. DIRECT VOXEL-PROJECTION FOR VOLUMETRIC DATA RENDERING IN MEDICAL IMAGERY

    Institute of Scientific and Technical Information of China (English)

    吕忆松; 陈亚珠; 郭玉红

    2002-01-01

    The volumetric rendering of 3-D medical image data is very effective method for communication about radiological studies to clinicians. Algorithms that produce images with artifacts and inaccuracies are not clinically useful. This paper proposed a direct voxel-projection algorithm to implement volumetric data rendering. Using this algorithm, arbitrary volume rotation, transparent and cutaway views are generated satisfactorily. Compared with the existing raytracing methods, it improves the projection image quality greatly. Some experimental results about real medical CT image data demonstrate the advantages and fidelity of the proposed algorithm.

  13. Fast DRR splat rendering using common consumer graphics hardware.

    Science.gov (United States)

    Spoerk, Jakob; Bergmann, Helmar; Wanschitz, Felix; Dong, Shuo; Birkfellner, Wolfgang

    2007-11-01

    Digitally rendered radiographs (DRR) are a vital part of various medical image processing applications such as 2D/3D registration for patient pose determination in image-guided radiotherapy procedures. This paper presents a technique to accelerate DRR creation by using conventional graphics hardware for the rendering process. DRR computation itself is done by an efficient volume rendering method named wobbled splatting. For programming the graphics hardware, NVIDIAs C for Graphics (Cg) is used. The description of an algorithm used for rendering DRRs on the graphics hardware is presented, together with a benchmark comparing this technique to a CPU-based wobbled splatting program. Results show a reduction of rendering time by about 70%-90% depending on the amount of data. For instance, rendering a volume of 2 x 10(6) voxels is feasible at an update rate of 38 Hz compared to 6 Hz on a common Intel-based PC using the graphics processing unit (GPU) of a conventional graphics adapter. In addition, wobbled splatting using graphics hardware for DRR computation provides higher resolution DRRs with comparable image quality due to special processing characteristics of the GPU. We conclude that DRR generation on common graphics hardware using the freely available Cg environment is a major step toward 2D/3D registration in clinical routine.

  14. Parametric analysis of architectural volumes through genetic algorithms

    Directory of Open Access Journals (Sweden)

    Pedro Salcedo Lagos

    2015-03-01

    Full Text Available During the last time, architectural design has developed partly due to new digital design techniques, which allow the generation of geometries based on the definition of initial parameters and the programming of formal relationship between them. Design processes based on these technologies allow to create shapes with the capacity to modify and adapt to multiple constrains or specific evaluation criteria, which raises the problem of identifying the best architectural solution. Several experiences have set up the utilization of genetic algorithm to face this problem. This paper demonstrates the possibility to implement a parametric analysis of architectural volumes with genetic algorithm, in order to combine functional, environmental and structural requirements, with an effective search method to select a variety of proper solutions through digital technologies.

  15. Parallel hierarchical radiosity rendering

    Energy Technology Data Exchange (ETDEWEB)

    Carter, M.

    1993-07-01

    In this dissertation, the step-by-step development of a scalable parallel hierarchical radiosity renderer is documented. First, a new look is taken at the traditional radiosity equation, and a new form is presented in which the matrix of linear system coefficients is transformed into a symmetric matrix, thereby simplifying the problem and enabling a new solution technique to be applied. Next, the state-of-the-art hierarchical radiosity methods are examined for their suitability to parallel implementation, and scalability. Significant enhancements are also discovered which both improve their theoretical foundations and improve the images they generate. The resultant hierarchical radiosity algorithm is then examined for sources of parallelism, and for an architectural mapping. Several architectural mappings are discussed. A few key algorithmic changes are suggested during the process of making the algorithm parallel. Next, the performance, efficiency, and scalability of the algorithm are analyzed. The dissertation closes with a discussion of several ideas which have the potential to further enhance the hierarchical radiosity method, or provide an entirely new forum for the application of hierarchical methods.

  16. Accurate Localization of Aneurysm Neck Margins in Clipping of a Carotid Cave Aneurysm Using Intraoperative Dual-Volume 3-Dimensional Volume-Rendering Rotational Angiography.

    Science.gov (United States)

    Huang, Chih-Ta; Hsu, Szu-Kai; Su, I-Chang

    2017-05-01

    Full visualization of the aneurysm neck is usually impossible in a classical pterional craniotomy when a paraclinoid aneurysm is located on the opposite side of the internal carotid artery. Optic nerve (ON) retraction is required for better aneurysmal exposure, but ON injuries may occur. In a case of a 70-year-old female harboring a carotid cave aneurysm, we introduced a new method to delineate better the margins of the aneurysm neck by using intraoperative 3-dimensional (3D) rotational angiography (RA) with dual-volume reconstruction. After complete exposure of the aneurysm, we placed a straight clip adjacent to the aneurysm for localization purposes and performed 3D-RA to locate the distal end of the aneurysm neck relative to the localization clip. With a better anatomic understanding of the neck position, we were able to reduce ON retraction and position the clip across the aneurysm neck more precisely. With the advantage of a hybrid operating room, we introduced a novel technique to define the margins of the obscured aneurysm neck more clearly by obtaining a 3D-RA dual-volume reconstruction image to locate the aneurysm neck relative to a localization clip. This technique facilitates the clipping procedure and also reduces the risk related to ON retraction during surgical exposure of a paraclinoid aneurysm. Copyright © 2017 Elsevier Inc. All rights reserved.

  17. Morphologic Study of Superior Temporal Sulcus-Amygdaloid Body and Lateral Fissure-Amygdaloid Body Surgical Approach by Using Magnetic Resonance Imaging Volume Rendering.

    Science.gov (United States)

    Qu, Yuan; Ren, Bichen; Chang, Xiaoyu; Zhang, Jinnan; Li, Youqiong; Duan, Haobo; Cheng, Kailiang; Wang, Jincheng

    2016-01-01

    In this research, 83 patients were measured by magnetic resonance imaging volume rendering technique. The authors acquired the curve length of the superior temporal sulcus and the lateral fissure on the cerebral hemisphere, the shortest distance from the superior temporal sulcus and the lateral fissure to the center of amygdaloid body separately, the vertical diameter, the transversal diameter, and the anteroposterior diameter of the amygdaloid body and the 2 approach angles between the median sagittal plane and the shortest segment from the superior temporal sulcus to the center of amygdaloid body and the shortest segment from lateral fissure to the center of the amygdaloid body. At the same time, we preliminarily oriented the 2 points of the superior temporal sulcus and the lateral fissure, which are closest to the center of amygdaloid body, aimed at finding out the best entrance points of surgical approach through the superior temporal sulcus and the lateral fissure to the amygdaloid body and reducing the damage to the nerve fibers or blood vessels during the operation. The results indicate that the point at the front side 1/4 of the superior temporal sulcus may be the ideal surgical approach entrance point and the point at the front side 1/3 of the lateral fissure. There is no difference between 2 cerebral hemispheres (P < 0.05).

  18. Single minimum incision endoscopic radical nephrectomy for renal tumors with preoperative virtual navigation using 3D-CT volume-rendering

    Directory of Open Access Journals (Sweden)

    Shioyama Yasukazu

    2010-04-01

    Full Text Available Abstract Background Single minimum incision endoscopic surgery (MIES involves the use of a flexible high-definition laparoscope to facilitate open surgery. We reviewed our method of radical nephrectomy for renal tumors, which is single MIES combined with preoperative virtual surgery employing three-dimensional CT images reconstructed by the volume rendering method (3D-CT images in order to safely and appropriately approach the renal hilar vessels. We also assessed the usefulness of 3D-CT images. Methods Radical nephrectomy was done by single MIES via the translumbar approach in 80 consecutive patients. We performed the initial 20 MIES nephrectomies without preoperative 3D-CT images and the subsequent 60 MIES nephrectomies with preoperative 3D-CT images for evaluation of the renal hilar vessels and the relation of each tumor to the surrounding structures. On the basis of the 3D information, preoperative virtual surgery was performed with a computer. Results Single MIES nephrectomy was successful in all patients. In the 60 patients who underwent 3D-CT, the number of renal arteries and veins corresponded exactly with the preoperative 3D-CT data (100% sensitivity and 100% specificity. These 60 nephrectomies were completed with a shorter operating time and smaller blood loss than the initial 20 nephrectomies. Conclusions Single MIES radical nephrectomy combined with 3D-CT and virtual surgery achieved a shorter operating time and less blood loss, possibly due to safer and easier handling of the renal hilar vessels.

  19. Contrast-enhanced computed tomography angiography and volume-rendered imaging for evaluation of cellophane banding in a dog with extrahepatic portosystemic shunt

    Directory of Open Access Journals (Sweden)

    H. Yoon

    2011-04-01

    Full Text Available A 4-year-old, 1.8 kg, male, castrated Maltese was presented for evaluation of urolithiasis. Urinary calculi were composed of ammonium biurate. Preprandial and postprandial bile acids were 44.2 and 187.3 μmol/ , respectively (reference ranges 0–10 and 0–20 μmol/ , respectively. Single-phase contrast-enhanced computed tomography angiography (CTA with volume-rendered imaging (VRI was obtained. VRI revealed a portocaval shunt originating just cranial to a tributary of the gastroduodenal vein and draining into the caudal vena cava at the level of the epiploic foramen. CTA revealed a 3.66 mm-diameter shunt measured at the level of the termination of the shunt and a 3.79 mm-diameter portal vein measured at the level between the origin of the shunt and the porta of the liver. Surgery was performed using cellophane banding without attenuation. Follow-up single-phase CTA with VRI was obtained 10 weeks after surgery. VRI revealed no evidence of portosystemic communication on the level of a cellophane band and caudal to the cellophane band. CTA demonstrated an increased portal vein diameter (3.79–5.27 mm measured at the level between the origin of the shunt and the porta of the liver. Preprandial and postprandial bile acids were 25 and 12.5 μmol/ , respectively (aforementioned respective reference ranges, 3 months post-surgery. No problems were evident at 6 months.

  20. Visualization of inner ear dysplasias in patients with sensorineural hearing loss. High-resolution MR imaging and volume-rendered reconstructions

    Energy Technology Data Exchange (ETDEWEB)

    Klingebiel, R.; Bockmuehl, U. [Charite CM, Humboldt Univ., Berlin (Germany). Dept. of Radiology; Werbs, M. [Charite CM, Humboldt Univ., Berlin (Germany). ENT Dept.; Freigang, B. [O. von Guericke Univ., Magdeburg (Germany). ENT Dept.; Vorwerk, W. [St. Salvator Krankenhaus, Halberstadt (Germany). ENT Dept.; Thieme, N.; Lehmann, R. [Charite CM, Humboldt Univ., Berlin (Germany). Dept. of Radiology

    2001-11-01

    Purpose: We evaluated a data acquisition and post-processing protocol for inner ear (IE) assessment by MR imaging in patients, suffering from various labyrinth malformations. Material and Methods: MR IE studies of 158 consecutive patients (316 IEs) suffering from sensorineural hearing loss without evidence of an acoustic neurinoma were reviewed for pathologies of the IE and internal acoustic meatus. High-resolution MR data of all abnormal IE studies (n=45) were post-processed to previously standardized 3D volume rendered (VR) reconstructions. Results: In 9 patients (5.7%) the following IE dysplasias were detected: malformation of the cochlea (6 IEs), vestibulum (4 IEs), semicircular canals (12 IEs) and vestibular aqueduct/endolymphatic sac (10 IEs). One patient showed evidence of an aplasia of the vestibulocochlear nerve. In 4 patients multiple IE dysplasias were encountered. Comprehensive 3D visualization of all labyrinthine dysplasias was achieved by the use of two VR reconstructions. The overall time for bilateral IE assessment amounted to 30-35 min. Conclusion: The imaging protocol allows for rapid and comprehensive visualization of various IE dysplasias, based on a limited number of VR reconstructions.

  1. Volume-rendered hemorrhage-responsible arteriogram created by 64 multidetector-row CT during aortography: utility for catheterization in transcatheter arterial embolization for acute arterial bleeding.

    Science.gov (United States)

    Minamiguchi, Hiroki; Kawai, Nobuyuki; Sato, Morio; Ikoma, Akira; Sanda, Hiroki; Nakata, Kouhei; Tanaka, Fumihiro; Nakai, Motoki; Sonomura, Tetsuo; Murotani, Kazuhiro; Hosokawa, Seiki; Nishioku, Tadayoshi

    2014-01-01

    Aortography for detecting hemorrhage is limited when determining the catheter treatment strategy because the artery responsible for hemorrhage commonly overlaps organs and non-responsible arteries. Selective catheterization of untargeted arteries would result in repeated arteriography, large volumes of contrast medium, and extended time. A volume-rendered hemorrhage-responsible arteriogram created with 64 multidetector-row CT (64MDCT) during aortography (MDCTAo) can be used both for hemorrhage mapping and catheter navigation. The MDCTAo depicted hemorrhage in 61 of 71 cases of suspected acute arterial bleeding treated at our institute in the last 3 years. Complete hemostasis by embolization was achieved in all cases. The hemorrhage-responsible arteriogram was used for navigation during catheterization, thus assisting successful embolization. Hemorrhage was not visualized in the remaining 10 patients, of whom 6 had a pseudoaneurysm in a visceral artery; 1 with urinary bladder bleeding and 1 with chest wall hemorrhage had gaze tamponade; and 1 with urinary bladder hemorrhage and 1 with uterine hemorrhage had spastic arteries. Six patients with pseudoaneurysm underwent preventive embolization and the other 4 patients were managed by watchful observation. MDCTAo has the advantage of depicting the arteries responsible for hemoptysis, whether from the bronchial arteries or other systemic arteries, in a single scan. MDCTAo is particularly useful for identifying the source of acute arterial bleeding in the pancreatic arcade area, which is supplied by both the celiac and superior mesenteric arteries. In a case of pelvic hemorrhage, MDCTAo identified the responsible artery from among numerous overlapping visceral arteries that branched from the internal iliac arteries. In conclusion, a hemorrhage-responsible arteriogram created by 64MDCT immediately before catheterization is useful for deciding the catheter treatment strategy for acute arterial bleeding.

  2. Direct volumetric rendering based on point primitives in OpenGL.

    Science.gov (United States)

    da Rosa, André Luiz Miranda; de Almeida Souza, Ilana; Yuuji Hira, Adilson; Zuffo, Marcelo Knörich

    2006-01-01

    The aim of this project is to present a renderization by software algorithm of acquired volumetric data. The algorithm was implemented in Java language and the LWJGL graphical library was used, allowing the volume renderization by software and thus preventing the necessity to acquire specific graphical boards for the 3D reconstruction. The considered algorithm creates a model in OpenGL, through point primitives, where each voxel becomes a point with the color values related to this pixel position in the corresponding images.

  3. Practical Parallel Rendering

    CERN Document Server

    Chalmers, Alan

    2002-01-01

    Meeting the growing demands for speed and quality in rendering computer graphics images requires new techniques. Practical parallel rendering provides one of the most practical solutions. This book addresses the basic issues of rendering within a parallel or distributed computing environment, and considers the strengths and weaknesses of multiprocessor machines and networked render farms for graphics rendering. Case studies of working applications demonstrate, in detail, practical ways of dealing with complex issues involved in parallel processing.

  4. A Sort-Last Rendering System over an Optical Backplane

    Directory of Open Access Journals (Sweden)

    Yasuhiro Kirihata

    2005-06-01

    Full Text Available Sort-Last is a computer graphics technique for rendering extremely large data sets on clusters of computers. Sort-Last works by dividing the data set into even-sized chunks for parallel rendering and then composing the images to form the final result. Since sort-last rendering requires the movement of large amounts of image data among cluster nodes, the network interconnecting the nodes becomes a major bottleneck. In this paper, we describe a sort-last rendering system implemented on a cluster of computers whose nodes are connected by an all-optical switch. The rendering system introduces the notion of the Photonic Computing Engine, a computing system built dynamically by using the optical switch to create dedicated network connections among cluster nodes. The sort-last volume rendering algorithm was implemented on the Photonic Computing Engine, and its performance is evaluated. Prelimi- nary experiments show that performance is affected by the image composition time and average payload size. In an attempt to stabilize the performance of the system, we have designed a flow control mechanism that uses feedback messages to dynamically adjust the data flow rate within the computing engine.

  5. Hardware Accelerated Point Rendering of Isosurfaces

    DEFF Research Database (Denmark)

    Bærentzen, Jakob Andreas; Christensen, Niels Jørgen

    2003-01-01

    an approximate technique for point scaling using distance attenuation which makes it possible to render points stored in display lists or vertex arrays. This enables us to render points quickly using OpenGL. Our comparisons show that point generation is significantly faster than triangle generation...... and that the advantage of rendering points as opposed to triangles increases with the size and complexity of the volumes. To gauge the visual quality of future hardware accelerated point rendering schemes, we have implemented a software based point rendering method and compare the quality to both MC and our OpenGL based...

  6. 基于 CUDA 的细分曲面阴影体算法%CUDA based shadow volume algorithm for subdivision surfaces

    Institute of Scientific and Technical Information of China (English)

    赵杰伊; 唐敏; 童若锋

    2012-01-01

    为了在虚拟现实、电脑游戏等图形应用中更快速生成和实时绘制细分曲面的阴影,提出采用CUDA架构的GPU阴影体生成算法.该算法采用基于CUDA的曲面细分算法,通过CUDA共享内存结构使表面细分过程更加高效.采用基于CUDA的阴影体算法产生阴影轮廓线以及拉伸出阴影体.通过基于CUDA的流式缩减算法对阴影体数组进行压缩.通过优化CUDA和OpenGL的互操作,将绘制过程从以往算法的3步减少为2步.该算法在具有CUDA硬件的标准PC上进行测试.实验结果表明,与之前的GPU的算法相比,该算法可以生成更复杂细分曲面的阴影体,阴影体数组占用显存空间降低到2%以下,并可获得高达4倍的绘制速度提升.%A new GPU based shadow volume generation algorithm based on CUDA structure was proposed for fast generation and real-time rendering of shadow of subdivision surfaces in computer games and virtual reality applications. The algorithm introduces CUDA-based surface subdivision algorithm. Generation of surface subdivisions can run faster by using shared memory structure. CUDA-based shadow volume algorithm was introduced to generate the shadow silhouette line and extrude the shadow volume. CUDA-based stream reduction algorithm was introduced to reduce the shadow volume array. An optimized interopera-tion between CUDA and OPENGL was introduced to simplify the rendering step of the algorithm from three steps to two steps. Implemented on a standard PC with CUDA hardware, experiments show that the algorithm can generate the shadow volume of more complex subdivision surfaces compared with former GPU-based ones. The algorithm needs smaller video memory for the shadow volume array to less than 2%, and the rendering performance can gain acceleration up to more than four times.

  7. Accuracy of CT angiography in the assessment of the circle of Willis: comparison of volume-rendered images and digital subtraction angiography

    Energy Technology Data Exchange (ETDEWEB)

    Han, Ari; Yoon, Dae Young; Chang, Suk Ki (Dept. of Radiology, Kangdong Seong-Sim Hospital, Hallym Univ. College of Medicine, Seoul (Korea, Republic of)), email: evee0914@chollian.net; Lim, Kyoung Ja (Dept. of Radiology, Kangdong Seong-Sim Hospital, Hallym Univ. College of Medicine, Seoul (Korea, Republic of); Dept. of Radiology, Kangwon National Univ. College of Medicine, Chuncheon, Kangwon-do (Korea, Republic of)); Cho, Byung-Moon (Dept. of Neurosurgery, Kangdong Seong-Sim Hospital, Hallym Univ. College of Medicine, Seoul (Korea, Republic of)); Shin, Yoon Cheol (Dept. of Thoracic Surgery, Kangdong Seong-Sim Hospital, Hallym Univ. College of Medicine, Seoul (Korea, Republic of)); Kim, Sam Soo (Dept. of Radiology, Kangwon National Univ. College of Medicine, Chuncheon, Kangwon-do (Korea, Republic of)); Kim, Keon Ha (Dept. of Radiology, Samsung Medical Center, Sungkyunkwan Univ. College of Medicine, Seoul (Korea, Republic of))

    2011-10-15

    Background Computed tomography angiography (CTA) is increasingly used for non-invasive imaging of the cerebrovascular diseases. Purpose To evaluate the accuracy of CTA in the assessment of the variation of the segment calibers of the circle of Willis. Material and Methods One hundred and 17 patients with acute SAH (51 men and 66 women, mean age 50.9 years) who underwent CTA using a 16 detector-row CT scanner and DSA were evaluated retrospectively. The CTA and DSA studies were performed within 24 h after the onset of symptoms and within 24 h of each other. A total of 819 arterial segments (A-comA, right and left A1 segment, right and left P-com A, and right and left P1 segment) of the circle of Willis were determined to be aplastic (grade 1), hypoplastic (grade 2), or normal-sized (grade 3) by blinded observers evaluating CTA volume-rendered images. The CTA results were then compared with findings on the corresponding DSA images (reference standard). Results The overall agreement between CTA and DSA was 92.4%. We had 62 (7.6%) cases of disagreement (58 cases of under-estimation and four cases of over-estimation by CTA) between tow modalities. The sensitivity and specificity of CTA in the detection of aplastic and normal-sized segments were more than 90%. In contrast, subgroup analysis of the hypoplastic segments showed a sensitivity of 52.6% and a specificity of 98.2%. Conclusion CTA is highly accurate in the assessment of anatomical variations of the circle of Willis; however, its sensitivity is limited in depicting hypoplastic segments

  8. RenderMan design principles

    Science.gov (United States)

    Apodaca, Tony; Porter, Tom

    1989-01-01

    The two worlds of interactive graphics and realistic graphics have remained separate. Fast graphics hardware runs simple algorithms and generates simple looking images. Photorealistic image synthesis software runs slowly on large expensive computers. The time has come for these two branches of computer graphics to merge. The speed and expense of graphics hardware is no longer the barrier to the wide acceptance of photorealism. There is every reason to believe that high quality image synthesis will become a standard capability of every graphics machine, from superworkstation to personal computer. The significant barrier has been the lack of a common language, an agreed-upon set of terms and conditions, for 3-D modeling systems to talk to 3-D rendering systems for computing an accurate rendition of that scene. Pixar has introduced RenderMan to serve as that common language. RenderMan, specifically the extensibility it offers in shading calculations, is discussed.

  9. Physically based rendering: from theory to implementation

    National Research Council Canada - National Science Library

    Pharr, Matt; Humphreys, Greg, Ph. D

    2010-01-01

    ... rendering algorithm variations. This book is not only a textbook for students, but also a useful reference book for practitioners in the field. The second edition has been extended with sections on Metropolis light transport, subsurface scattering, precomputed light transport, and more. Per Christensen Senior Software Developer, RenderMan Products,...

  10. Diagnostic Value of Multidetector CT and Its Multiplanar Reformation, Volume Rendering and Virtual Bronchoscopy Postprocessing Techniques for Primary Trachea and Main Bronchus Tumors.

    Directory of Open Access Journals (Sweden)

    Mingyue Luo

    Full Text Available To evaluate the diagnostic value of multidetector CT (MDCT and its multiplanar reformation (MPR, volume rendering (VR and virtual bronchoscopy (VB postprocessing techniques for primary trachea and main bronchus tumors.Detection results of 31 primary trachea and main bronchus tumors with MDCT and its MPR, VR and VB postprocessing techniques, were analyzed retrospectively with regard to tumor locations, tumor morphologies, extramural invasions of tumors, longitudinal involvements of tumors, morphologies and extents of luminal stenoses, distances between main bronchus tumors and trachea carinae, and internal features of tumors. The detection results were compared with that of surgery and pathology.Detection results with MDCT and its MPR, VR and VB were consistent with that of surgery and pathology, included tumor locations (tracheae, n = 19; right main bronchi, n = 6; left main bronchi, n = 6, tumor morphologies (endoluminal nodes with narrow bases, n = 2; endoluminal nodes with wide bases, n = 13; both intraluminal and extraluminal masses, n = 16, extramural invasions of tumors (brokethrough only serous membrane, n = 1; 4.0 mm-56.0 mm, n = 14; no clear border with right atelectasis, n = 1, longitudinal involvements of tumors (3.0 mm, n = 1; 5.0 mm-68.0 mm, n = 29; whole right main bronchus wall and trachea carina, n = 1, morphologies of luminal stenoses (irregular, n = 26; circular, n = 3; eccentric, n = 1; conical, n = 1 and extents (mild, n = 5; moderate, n = 7; severe, n = 19, distances between main bronchus tumors and trachea carinae (16.0 mm, n = 1; invaded trachea carina, n = 1; >20.0 mm, n = 10, and internal features of tumors (fairly homogeneous densities with rather obvious enhancements, n = 26; homogeneous density with obvious enhancement, n = 1; homogeneous density without obvious enhancement, n = 1; not enough homogeneous density with obvious enhancement, n = 1; punctate calcification with obvious enhancement, n = 1; low density

  11. Three-Dimensional Volume-Rendered Series Complements 2D Orthogonal Multidetector Computed Tomography in the Evaluation of Abnormal Spinal Curvature in Patients at a Major Cancer Center: A Retrospective Review

    OpenAIRE

    2012-01-01

    Background. Abnormal spinal curvature is routinely assessed with plain radiographs, MDCT, and MRI. MDCT can provide two-dimensional (2-D) orthogonal as well as reconstructed three-dimensional volume-rendered (3-D VR) images of the spine, including the translucent display: a computer-generated image set that enables the visualization of surgical instrumentation through bony structures. We hypothesized that the 3-D VR series provides additional information beyond that of 2-D orthogonal MDCT in ...

  12. 一种以GPU编程实现快速体绘制的三维超声可视化方法%A 3D Ultrasound Visualization Method to Realize Fast Volume Rendering based on GPU Programming

    Institute of Scientific and Technical Information of China (English)

    郭境峰; 廖晓燕; 李德来

    2014-01-01

    3D ultrasound features advantages such as intuitive images, precise measurement, accurate spatial positioning, multi-angle view and efficient data collection. 3D ultrasound visualization, mainly achieved through surface rendering and volume rendering, is the fundamental technology of 3D ultrasonic imaging. In recent years, many graphic hardware manufacturers have released graphic processing units (GPU) containing a large number of programmable lfow processors, as a result achieving fast 3D volume rendering based on GPU’s powerful paralel capability becomes possible.%三维超声具有图像形象直观、测量精确、空间定位准确、多角度观察、数据采集效率高等优点。超声三维可视化是三维超声成像中的关键核心技术。超声三维可视化目前主要通过面绘制和体绘制这两大类方法。近几年来,许多图形硬件厂商都推出了包含大量可编程流处理器的图形处理器(G P U),使得借助G P U强大的并行能力实现快速的三维体绘制成为可能。

  13. Multi-Rate Digital Control Systems with Simulation Applications. Volume II. Computer Algorithms

    Science.gov (United States)

    1980-09-01

    34 ~AFWAL-TR-80-31 01 • • Volume II L IL MULTI-RATE DIGITAL CONTROL SYSTEMS WITH SIMULATiON APPLICATIONS Volume II: Computer Algorithms DENNIS G. J...29 Ma -8 - Volume II. Computer Algorithms ~ / ’+ 44MWLxkQT N Uwe ~~ 4 ~jjskYIF336l5-79-C-369~ 9. PER~rORMING ORGANIZATION NAME AND ADDRESS IPROG AMEL...additional options. The analytical basis for the computer algorithms is discussed in Ref. 12. However, to provide a complete description of the program, some

  14. Value of three-dimensional volume-rendering CT pulmonary contusion volume measurement in prediction of ARDS development%三维CT容积再现技术行肺挫伤容积测定预测ARDS的价值

    Institute of Scientific and Technical Information of China (English)

    王邵华; 周文勇; 赵明川; 张辉; 陈晓峰

    2014-01-01

    Objective To investigate the value of three-dimensional CT volume rendering in predicting ARDS following pulmonary contusion and identifying high-risk patients.Methods Seventy-one cases of pulmonary contusion (AIS > 2 points) confirmed by chest CT during an emergency admission between July 2010 and June 2011 were enrolled.Using computer-generated three-dimensional reconstruction,contusion volume was measured and expressed as a percentage of total lung volume.The admission data,such as blood gas analysis results,systolic arterial pressure,hematocrit,AIS,ISS,and injury distribution,were prospectively collected.Independent predictive factors of ARDS following pulmonary contusion was identified using logistic regression analysis and further estimation on accuracy and value of the predictors were performed.Influence of contusion volume percentage on clinical outcomes was detected.Results Of all,mean contusion volume percentage was (22.07 ± 14.50)% (range,5.60%-61.00%),which was not strongly correlated to the admission PaO2/FiO2 ratio (R2 =0.059).ARDS and infection were diagnosed in 31 cases and 25 cases respectively.PaO2/FiO2 ratio and contusion volume percentage were independent predictive factors of ARDS after pulmonary contusion.The best cut-off of contusion percentage in predicting ARDS development was 21.5% with a specificity of 80.0%,sensitivity of 71.0%,positive predictive value of 73.3%,and negative predictive value of 78.1%.Conclusion Three-dimensional CT volume rendering technique allows quantification of pulmonary contusion and identification of patients at high risk of ARDS,to whom further treatment may be directed.%目的 探讨三维CT容积再现技术行肺挫伤容积测定对预测肺挫伤后ARDS发生和识别高危患者的价值. 方法 选取2010年7月-2011年6月急诊胸部CT检查确诊肺挫伤中胸部AIS>2分的71例患者,通过计算机软件重建肺挫伤病变范围并三维容积再现技术测定肺挫伤病变

  15. Interactive View-Dependent Rendering of Large Isosurfaces

    Energy Technology Data Exchange (ETDEWEB)

    Gregorski, B; Duchaineau, M; Lindstrom, P; Pascucci, V; Joy, K I

    2002-11-19

    We present an algorithm for interactively extracting and rendering isosurfaces of large volume datasets in a view-dependent fashion. A recursive tetrahedral mesh refinement scheme, based on longest edge bisection, is used to hierarchically decompose the data into a multiresolution structure. This data structure allows fast extraction of arbitrary isosurfaces to within user specified view-dependent error bounds. A data layout scheme based on hierarchical space filling curves provides access to the data in a cache coherent manner that follows the data access pattern indicated by the mesh refinement.

  16. 基于动态局部更新体素模型的虚拟加工仿真算法研究%Research on Virtual Machining Simulation Algorithm Based on Dynamic Partial Rendering for Voxel Model

    Institute of Scientific and Technical Information of China (English)

    李妞; 陈成军; 陈韩燕

    2011-01-01

    为提高虚拟加工仿真算法的仿真速度和精度,提出一种新的基于动态局部更新体素模型的虚拟加工仿真算法.该算法利用体素节点间的邻接关系,实现虚拟加工仿真的动态局部更新.算法在初始化阶段建立虚拟毛坯的八叉树结构体素模型,并建立任意体素6-邻接关系遍历算法.在虚拟加工几何仿真阶段,利用刀具和毛坯相对运动的时空一致性,从毛坯上一帧已碰撞体素集向周围扩散依次检测其邻接体素是否与刀具发生碰撞,并根据碰撞情况动态修改已碰撞体素的参数,直到所有邻接体素均未与刀具发生碰撞,从而实现虚拟加工仿真的动态局部更新,提高了算法的速度与精度.最后通过铣削虚拟加工仿真验证本文所提出算法的可行性和有效性.%To improve the speed and accuracy of virtual machining simulation, a new algorithm of dynamic partial rendering for voxel model-based virtual machining simulation is proposed. It uses voxel adjacency relationship between nodes to achieve dynamic partial rendering. In initialization stage, both octree structure voxel model for virtual rough and adjacency traversal algorithm of any voxel are modeled. In stage of virtual machine simulation, the collision detection is conducted from voxels that collided with virtual tool in last frame, and spreads to their adjacent voxels calculated using adjacency traversal algorithm. If some tested voxel is collided with virtual tool, its parameter will be modified dynamically. So dynamic partial rendering in virtual machine simulation is realized. Finally, a simple five-axis milling virtual machining experiments is setted, which shows that the presented algorithm is feasible and effective.

  17. 3D Rendering - Techniques and Challenges

    Directory of Open Access Journals (Sweden)

    Ekta Walia

    2010-04-01

    Full Text Available Computer generated images and animations are getting more and more common. They are used in many different contexts such as movies,mobiles, medical visualization, architectural visualization and CAD. Advanced ways of describing surface and light source properties are important to ensure that artists are able to create realistic and stylish looking images. Even when using advanced rendering algorithms such as ray tracing, time required for shading may contribute towards a large part of the image creation time. Therefore both performance and flexibility is important in a rendering system. This paper gives a comparative study of various 3D Rendering techniques and their challenges in a complete and systematic manner.

  18. Evaluation of registration, compression and classification algorithms. Volume 1: Results

    Science.gov (United States)

    Jayroe, R.; Atkinson, R.; Callas, L.; Hodges, J.; Gaggini, B.; Peterson, J.

    1979-01-01

    The registration, compression, and classification algorithms were selected on the basis that such a group would include most of the different and commonly used approaches. The results of the investigation indicate clearcut, cost effective choices for registering, compressing, and classifying multispectral imagery.

  19. GPU Pro advanced rendering techniques

    CERN Document Server

    Engel, Wolfgang

    2010-01-01

    This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch.Example programs and source code can be downloaded from the book's CRC Press web page. 

  20. A simple physiologic algorithm for managing hemodynamics using stroke volume and stroke volume variation: physiologic optimization program.

    Science.gov (United States)

    McGee, William T

    2009-01-01

    Intravascular volume status and volume responsiveness continue to be important questions for the management of critically ill or injured patients. Goal-directed hemodynamic therapy has been shown to be of benefit to patients with severe sepsis and septic shock, acute lung injury and adult respiratory distress syndrome, and for surgical patients in the operating room. Static measures of fluid status, central venous pressure (CVP), and pulmonary artery occlusion pressure (PAOP) are not useful in predicting volume responsiveness. Stroke volume variation and pulse pressure variation related to changes in stroke volume during positive pressure ventilation predict fluid responsiveness and represent an evolving practice for volume management in the intensive care unit (ICU) or operating room. Adoption of dynamic parameters for volume management has been inconsistent. This manuscript reviews some of the basic physiology regarding the use of stroke volume variation to predict fluid responsiveness in the ICU and operating room. A management algorithm using this physiology is proposed for the critically ill or injured in various settings.

  1. Parallel Implementation of Graphics Rendering and Image Processing Algorithm Based on PAAG%基于PAAG的图形图像算法的并行实现

    Institute of Scientific and Technical Information of China (English)

    孙建; 李涛; 李雪丹

    2015-01-01

    为了解决当前的CMOS技术遇到"功耗墙"和"散热墙"等问题导致的很难通过提高主频来提升芯片性能的问题,文中提出了一种新型多态同构阵列处理器—PAAG(Polymorphic Array Architecture for Graphics).该阵列机在一个芯片上集成了多个处理器,能够通过将各种高性能复杂的算法合理分解映射到该平台上实现并行计算.通过结合使用数据并行、操作并行的计算方法,对固定渲染管线的图形算法以及由国际标准组织Khronos提出的计算视觉标准OpenVX1.0中的Kernel函数图像算法进行了深入分析,并给出了基于这些算法在PAAG上的并行化设计.通过在PAAG硬件平台对应的仿真环境上进行各个算法的并行实现,得到了算法在多个处理单元上的运行时钟,由此计算出算法在多个处理单元上运行的加速比.实验结果表明,文中的并行化设计方法在PAAG上能够实现对图形图像算法的线性加速,与串行相比,效率更高.%In order to solve the problem that current CMOS technology has already met the"wall" of power and cooling which may cause the issue of improving the performance by improving the frequency of the chips,present a new polymorphic isomorphic array processor, called PAAG (Polymorphic Array Architecture for Graphics and image processing) . This array integrates multiple processing elements on a chip,it can realize parallel computing of the high-performance and complex algorithms by dividing and mapping them to the platform. By combining the data-level and the operation-level parallel calculation methods,the algorithms of the fixed rending pipeline and these of OpenVX1. 0,a standard of computer vision,proposed by the international standard organization Khronos,are in-depth analyzed in this paper. And the parallel design of these algorithms are proposed based on PAAG. The soft simulation platform of PAAG can give the result number of the running clock of the parallel

  2. Refractive Volume Rendering of Iso-surfaces Using Iterative Gaussian Filter%采用高斯迭代滤波的等值面折射体绘制

    Institute of Scientific and Technical Information of China (English)

    朱懿敏; 张文利

    2011-01-01

    体绘制增加折射光学效果,能够明显地增强三维空间层次关系,但折射体绘制对原始数据的噪声非常敏感。在本文中我们提出了一种基于高斯迭代滤波的折射体绘制方法。首先在数据预处理阶段对CT数据进行高斯迭代滤波,然后采用阈值法把CT数据分割为不同区域,通过折射率传递函数映射为不同的折射率,最后根据Shell定理对体数据进行折射体绘制。结果显示绘制质量得到了显著提高。%The addition of volume rendering for refraction can improve the representation of 3D-space hierarchical relationships.But the quality of resultant images is highly sensitive to noises of the original dataset.In this paper,we present a refractive volume rendering method for iso-surface base on iterative Gaussian filter.Firstly,a CT dataset is filtered by iterative Gaussian filter in data preprocessing.Then the CT dataset is segmented into several parts by threshold method and it is mapped to different index of refraction by index of refraction transfer function.At last,ray casting is performed at volume data according to snell's law.Experiments show that the quality of resultant images is enhanced.

  3. Fast polyhedral cell sorting for interactive rendering of unstructured grids

    Energy Technology Data Exchange (ETDEWEB)

    Combra, J; Klosowski, J T; Max, N; Silva, C T; Williams, P L

    1998-10-30

    Direct volume rendering based on projective methods works by projecting, in visibility order, the polyhedral cells of a mesh onto the image plane, and incrementally compositing the cell's color and opacity into the final image. Crucial to this method is the computation of a visibility ordering of the cells. If the mesh is ''well-behaved'' (acyclic and convex), then the MPVO method of Williams provides a very fast sorting algorithm; however, this method only computes an approximate ordering in general datasets, resulting in visual artifacts when rendered. A recent method of Silva et al. removed the assumption that the mesh is convex, by means of a sweep algorithm used in conjunction with the MPVO method; their algorithm is substantially faster than previous exact methods for general meshes. In this paper we propose a new technique, which we call BSP-XMPVO, which is based on a fast and simple way of using binary space partitions on the boundary elements of the mesh to augment the ordering produced by MPVO. Our results are shown to be orders of magnitude better than previous exact methods of sorting cells.

  4. Real-Time Volume Shadow using Visible-Non Visible Algorithm

    Directory of Open Access Journals (Sweden)

    Hoshang Kolivand

    2011-01-01

    Full Text Available Problem statement: Shadows are most important effect to make realistic games and visually appealing images, but they are poor in frame per second. Silhouette detection is most important phases to create real-time shadow. Approach: Present study describes a real-time shadow generated with volume shadow algorithm using Visible-Non Visible algorithm (VNV in virtual environment illuminated by a movable light source to improve the frame per second. Silhouette detection that is most expensive part of shadow creation was described. Triangular method and VNV method were compared. An improved algorithm for volume shadow was proposed and volume shadow using both methods in C+ Opengl implemented. Results: The VNV algorithm increases the number of Frame Per Second (FPS and as a result decreases the cost of implementation. Conclusion: A verified algorithm for volume shadow makes it easy to understand by everyone how to produce real-time shadow in outdoor and indoor virtual environment. It is possible to use it in current commercial games or other virtual reality systems.

  5. Novel application of confocal laser scanning microscopy and 3D volume rendering toward improving the resolution of the fossil record of charcoal.

    Directory of Open Access Journals (Sweden)

    Claire M Belcher

    Full Text Available Variations in the abundance of fossil charcoals between rocks and sediments are assumed to reflect changes in fire activity in Earth's past. These variations in fire activity are often considered to be in response to environmental, ecological or climatic changes. The role that fire plays in feedbacks to such changes is becoming increasingly important to understand and highlights the need to create robust estimates of variations in fossil charcoal abundance. The majority of charcoal based fire reconstructions quantify the abundance of charcoal particles and do not consider the changes in the morphology of the individual particles that may have occurred due to fragmentation as part of their transport history. We have developed a novel application of confocal laser scanning microscopy coupled to image processing that enables the 3-dimensional reconstruction of individual charcoal particles. This method is able to measure the volume of both microfossil and mesofossil charcoal particles and allows the abundance of charcoal in a sample to be expressed as total volume of charcoal. The method further measures particle surface area and shape allowing both relationships between different size and shape metrics to be analysed and full consideration of variations in particle size and size sorting between different samples to be studied. We believe application of this new imaging approach could allow significant improvement in our ability to estimate variations in past fire activity using fossil charcoals.

  6. Effectiveness of the random sequential absorption algorithm in the analysis of volume elements with nanoplatelets

    DEFF Research Database (Denmark)

    Pontefisso, Alessandro; Zappalorto, Michele; Quaresimin, Marino

    2016-01-01

    In this work, a study of the Random Sequential Absorption (RSA) algorithm in the generation of nanoplatelet Volume Elements (VEs) is carried out. The effect of the algorithm input parameters on the reinforcement distribution is studied through the implementation of statistical tools, showing...... that the platelet distribution is systematically affected by these parameters. The consequence is that a parametric analysis of the VE input parameters may be biased by hidden differences in the filler distribution. The same statistical tools used in the analysis are implemented in a modified RSA algorithm...

  7. Rendering the Topological Spines

    Energy Technology Data Exchange (ETDEWEB)

    Nieves-Rivera, D. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States)

    2015-05-05

    Many tools to analyze and represent high dimensional data already exits yet most of them are not flexible, informative and intuitive enough to help the scientists make the corresponding analysis and predictions, understand the structure and complexity of scientific data, get a complete picture of it and explore a greater number of hypotheses. With this in mind, N-Dimensional Data Analysis and Visualization (ND²AV) is being developed to serve as an interactive visual analysis platform with the purpose of coupling together a number of these existing tools that range from statistics, machine learning, and data mining, with new techniques, in particular with new visualization approaches. My task is to create the rendering and implementation of a new concept called topological spines in order to extend ND²AV's scope. Other existing visualization tools create a representation preserving either the topological properties or the structural (geometric) ones because it is challenging to preserve them both simultaneously. Overcoming such challenge by creating a balance in between them, the topological spines are introduced as a new approach that aims to preserve them both. Its render using OpenGL and C++ and is currently being tested to further on be implemented on ND²AV. In this paper I will present what are the Topological Spines and how they are rendered.

  8. P1-NONCONFORMING QUADRILATERAL FINITE VOLUME ELEMENT METHOD AND ITS CASCADIC MULTIGRID ALGORITHM FOR ELLIPTIC PROBLEMS

    Institute of Scientific and Technical Information of China (English)

    Hong-ying Man; Zhong-ci Shi

    2006-01-01

    In this paper, we discuss the finite volume element method of P1-nonconforming quadrilateral element for elliptic problems and obtain optimal error estimates for general quadrilateral partition. An optimal cascadic multigrid algorithm is proposed to solve the nonsymmetric large-scale system resulting from such discretization. Numerical experiments are reported to support our theoretical results.

  9. A parallel architecture for interactively rendering scattering and refraction effects.

    Science.gov (United States)

    Bernabei, Daniele; Hakke-Patil, Ajit; Banterle, Francesco; Di Benedetto, Marco; Ganovelli, Fabio; Pattanaik, Sumanta; Scopigno, Roberto

    2012-01-01

    A new method for interactive rendering of complex lighting effects combines two algorithms. The first performs accurate ray tracing in heterogeneous refractive media to compute high-frequency phenomena. The second applies lattice-Boltzmann lighting to account for low-frequency multiple-scattering effects. The two algorithms execute in parallel on modern graphics hardware. This article includes a video animation of the authors' real-time algorithm rendering a variety of scenes.

  10. Optimization of volume to point conduction problem based on a novel thermal conductivity discretization algorithm

    Institute of Scientific and Technical Information of China (English)

    Wenjing Du; Peili Wang; Lipeng Song; Lin Cheng

    2015-01-01

    A conduction heat transfer process is enhanced by filling prescribed quantity and optimized-shaped high thermal conductivity materials to the substrate. Numerical simulations and analyses are performed on a volume to point conduction problem based on the principle of minimum entropy generation. In the optimization, the arrange-ment of high thermal conductivity materials is variable, the quantity of high thermal-conductivity material is constrained, and the objective is to obtain the maximum heat conduction rate as the entropy is the minimum. A novel algorithm of thermal conductivity discretization is proposed based on large quantity of calculations. Compared with other algorithms in literature, the average temperature in the substrate by the new algorithm is lower, while the highest temperature in the substrate is in a reasonable range. Thus the new algorithm is fea-sible. The optimization of volume to point heat conduction is carried out in a rectangular model with radiation boundary condition and constant surface temperature boundary condition. The results demonstrate that the al-gorithm of thermal conductivity discretization is applicable for volume to point heat conduction problems.

  11. Scheduling Algorithm for Mission Planning and Logistics Evaluation (SAMPLE). Volume 3: The GREEDY algorithm

    Science.gov (United States)

    Dupnick, E.; Wiggins, D.

    1980-01-01

    The functional specifications, functional design and flow, and the program logic of the GREEDY computer program are described. The GREEDY program is a submodule of the Scheduling Algorithm for Mission Planning and Logistics Evaluation (SAMPLE) program and has been designed as a continuation of the shuttle Mission Payloads (MPLS) program. The MPLS uses input payload data to form a set of feasible payload combinations; from these, GREEDY selects a subset of combinations (a traffic model) so all payloads can be included without redundancy. The program also provides the user a tutorial option so that he can choose an alternate traffic model in case a particular traffic model is unacceptable.

  12. High Fidelity Haptic Rendering

    CERN Document Server

    Otaduy, Miguel A

    2006-01-01

    The human haptic system, among all senses, provides unique and bidirectional communication between humans and their physical environment. Yet, to date, most human-computer interactive systems have focused primarily on the graphical rendering of visual information and, to a lesser extent, on the display of auditory information. Extending the frontier of visual computing, haptic interfaces, or force feedback devices, have the potential to increase the quality of human-computer interaction by accommodating the sense of touch. They provide an attractive augmentation to visual display and enhance t

  13. Haptic rendering for dental training system

    Institute of Scientific and Technical Information of China (English)

    WANG DangXiao; ZHANG YuRu; WANG Yong; L(U) PeiJun; ZHOU RenGe; ZHOU WanLin

    2009-01-01

    Immersion and Interaction are two key features of virtual reality systems,which are especially important for medical applications.Based on the requirement of motor skill training in dental surgery,haptic rendering method based on triangle model is investigated in this paper.Multi-rate haptic rendering architecture is proposed to solve the contradiction between fidelity and efficiency requirements.Realtime collision detection algorithm based on spatial partition and time coherence is utilized to enable fast contact determination.Proxy-based collision response algorithm is proposed to compute surface contact point.Cutting force model based on piecewise contact transition model is proposed for dental drilling simulation during tooth preparation.Velocity-driven levels of detail hapUc rendering algorithm is proposed to maintain high update rate for complex scenes with a large number of triangles.Hapticvisual collocated dental training prototype is established using half-mirror solution.Typical dental operations have been realized Including dental caries exploration,detection of boundary within dental crose-section plane,and dental drilling during tooth preparation.The haptic rendering method is a fundamental technology to improve Immersion and interaction of virtual reality training systems,which is useful not only in dental training,but also in other surgical training systems.

  14. 3D SPECT/CT fusion using image data projection of bone SPECT onto 3D volume-rendered CT images: feasibility and clinical impact in the diagnosis of bone metastasis.

    Science.gov (United States)

    Ogata, Yuji; Nakahara, Tadaki; Ode, Kenichi; Matsusaka, Yohji; Katagiri, Mari; Iwabuchi, Yu; Itoh, Kazunari; Ichimura, Akira; Jinzaki, Masahiro

    2017-05-01

    We developed a method of image data projection of bone SPECT into 3D volume-rendered CT images for 3D SPECT/CT fusion. The aims of our study were to evaluate its feasibility and clinical usefulness. Whole-body bone scintigraphy (WB) and SPECT/CT scans were performed in 318 cancer patients using a dedicated SPECT/CT systems. Volume data of bone SPECT and CT were fused to obtain 2D SPECT/CT images. To generate our 3D SPECT/CT images, colored voxel data of bone SPECT were projected onto the corresponding location of the volume-rendered CT data after a semi-automatic bone extraction. Then, the resultant 3D images were blended with conventional volume-rendered CT images, allowing to grasp the three-dimensional relationship between bone metabolism and anatomy. WB and SPECT (WB + SPECT), 2D SPECT/CT fusion, and 3D SPECT/CT fusion were evaluated by two independent reviewers in the diagnosis of bone metastasis. The inter-observer variability and diagnostic accuracy in these three image sets were investigated using a four-point diagnostic scale. Increased bone metabolism was found in 744 metastatic sites and 1002 benign changes. On a per-lesion basis, inter-observer agreements in the diagnosis of bone metastasis were 0.72 for WB + SPECT, 0.90 for 2D SPECT/CT, and 0.89 for 3D SPECT/CT. Receiver operating characteristic analyses for the diagnostic accuracy of bone metastasis showed that WB + SPECT, 2D SPECT/CT, and 3D SPECT/CT had an area under the curve of 0.800, 0.983, and 0.983 for reader 1, 0.865, 0.992, and 0.993 for reader 2, respectively (WB + SPECT vs. 2D or 3D SPECT/CT, p < 0.001; 2D vs. 3D SPECT/CT, n.s.). The durations of interpretation of WB + SPECT, 2D SPECT/CT, and 3D SPECT/CT images were 241 ± 75, 225 ± 73, and 182 ± 71 s for reader 1 and 207 ± 72, 190 ± 73, and 179 ± 73 s for reader 2, respectively. As a result, it took shorter time to read 3D SPECT/CT images than 2D SPECT/CT (p < 0.0001) or WB

  15. Design and Implementation of An Algorithm of Real- time Shadow Rendering%一种改进的实时软阴影算法的设计与实现

    Institute of Scientific and Technical Information of China (English)

    张方彦; 杨猛; 刘金刚

    2012-01-01

    在解决实时渲染时的阴影边界走样时,常用的(Percentage Closer Filter,PCF)方法不仅效率低下,而且边界处的平滑效果也很有限.改进了PCF算法,使算法的执行效率更高,且有更好的反走样效果.首先分别以相机和光源为基准来构造裁剪坐标系,通过2次绘制来锁定产生阴影的像素区域,然后用改进的高精度滤波模板对阴影进行适应性反走样处理,使平滑操作集中在对视觉效果有重要影响的边界区域上,有选择地优化了数据,从而大幅提高了全局计算效率.实验结果证明,文中算法比常规的PCF算法在执行速度上有明显提高,效果上也得到一定程度的改善,达到了效率与效果的优化折中.%In realistic graphics, how to reflect realistic shadow effect is an important aspect to enhance the sense of reality of the model. The shadow should meet the real physical situation as far as possible, meanwhile, a smooth edge is necessary. However, rectangular array of pixels will easily cause jagged aliasing phenomenon at the edges. How to deal with the aliasing problems effectively has been a hot topic in the field of graphics. When solving aliasing of the shadow boundary in real - time rendering, the conventional Percentage Closer Filter (PCF) is not only inefficient, but also the smoothing effect of the boundary is limited. This paper improves the PCF algorithm, the improvement makes the algorithm more efficient in implementation. This new algorithm is based on conventional Shadow Mapping and uses higher accuracy of the filter template to deal with aliasing adaptively, especially to the area which has impact on visual effects, . thus increasing the overall computational efficiency substantially. The experiment results show that this algorithm is obviously improved in efficiency compared with the conventional PCF.

  16. A Progressive Black Top Hat Transformation Algorithm for Estimating Valley Volumes from DEM Data

    Science.gov (United States)

    Luo, W.; Pingel, T.; Heo, J.; Howard, A. D.

    2013-12-01

    The amount of valley incision and valley volume are important parameters in geomorphology and hydrology research, because they are related to the amount erosion (and thus the volume of sediments) and the amount of water needed to create the valley. This is not only the case for terrestrial research but also for planetary research as such figuring out how much water was on Mars. With readily available digital elevation model (DEM) data, the Black Top Hat (BTH) transformation, an image processing technique for extracting dark features on a variable background, has been applied to DEM data to extract valley depth and estimate valley volume. However, previous studies typically use one single structuring element size for extracting the valley feature and one single threshold value for removing noise, resulting in some finer features such as tributaries not being extracted and underestimation of valley volume. Inspired by similar algorithms used in LiDAR data analysis to separate above ground features and bare earth topography, here we propose a progressive BTH (PBTH) transformation algorithm, where the structuring elements size is progressively increased to extract valleys of different orders. In addition, a slope based threshold was introduced to automatically adjust the threshold values for structuring elements with different sizes. Connectivity and shape parameters of the masked regions were used to keep the long linear valleys while removing other smaller non-connected regions. Preliminary application of the PBTH to Grand Canyon and two sites on Mars has produced promising results. More testing and fine-tuning is in progress. The ultimate goal of the project is to apply the algorithm to estimate the volume of valley networks on Mars and the volume of water needed to form the valleys we observe today and thus infer the nature of the hydrologic cycle on early Mars. The project is funded by NASA's Mars Data Analysis program.

  17. A progressive black top hat transformation algorithm for estimating valley volumes on Mars

    Science.gov (United States)

    Luo, Wei; Pingel, Thomas; Heo, Joon; Howard, Alan; Jung, Jaehoon

    2015-02-01

    The depth of valley incision and valley volume are important parameters in understanding the geologic history of early Mars, because they are related to the amount sediments eroded and the quantity of water needed to create the valley networks (VNs). With readily available digital elevation model (DEM) data, the Black Top Hat (BTH) transformation, an image processing technique for extracting dark features on a variable background, has been applied to DEM data to extract valley depth and estimate valley volume. Previous studies typically use a single window size for extracting the valley features and a single threshold value for removing noise, resulting in finer features such as tributaries not being extracted and underestimation of valley volume. Inspired by similar algorithms used in LiDAR data analysis to remove above-ground features to obtain bare-earth topography, here we propose a progressive BTH (PBTH) transformation algorithm, where the window size is progressively increased to extract valleys of different orders. In addition, a slope factor is introduced so that the noise threshold can be automatically adjusted for windows with different sizes. Independently derived VN lines were used to select mask polygons that spatially overlap the VN lines. Volume is calculated as the sum of valley depth within the selected mask multiplied by cell area. Application of the PBTH to a simulated landform (for which the amount of erosion is known) achieved an overall relative accuracy of 96%, in comparison with only 78% for BTH. Application of PBTH to Ma'adim Vallies on Mars not only produced total volume estimates consistent with previous studies, but also revealed the detailed spatial distribution of valley depth. The highly automated PBTH algorithm shows great promise for estimating the volume of VN on Mars on global scale, which is important for understanding its early hydrologic cycle.

  18. 基于GP U的实时水面场景并行渲染算法%Gpu-Based Real-Time Parallel Algorithm for Rendering Water-Surface Scene

    Institute of Scientific and Technical Information of China (English)

    孙君; 秦勃

    2014-01-01

    The simulation of water surface has always been a problem.In recent years,with the rapid development of graphic processing unit (GPU),its function is no longer confined to graphic processing, but enters into the field of general-purpose computing,so we can take advantage of GPU parallel com-puting to accelerate the process of water surface simulation.The main content of this paper is the real-time simulation of sea surface.The sea surface rendering algorithm uses the proj ected grid technology. The calculation of vertex coordinates of proj ected grid using the CUDA parallel computing technology were accelerated,compared the speed of calculating a large amount of data using CPU to calculating a large amount of data using GPU.Finally,the program improved rendering speed significantly,so that the program can generate a more realistic picture,while maintaining a satisfactory frame rate.%水面的模拟历来都是一个难题。近几年,随着图形处理器(GPU)的迅速发展,它的功能不再局限于图形处理,而是进入到了通用计算领域,所以可以利用 GPU 的并行计算优势来加速水面的模拟过程。本文研究的主要内容是海浪的实时模拟绘制。海浪渲染算法使用了投影网格技术,使用 CUDA并行计算方法对投影网格顶点坐标的计算进行加速,比较使用 CPU 进行大数据量计算和使用 GPU 进行大数据量计算的速度差异。最终,改进后的程序渲染速度大幅提高,使得程序可以在生成更逼真画面的同时保持令人满意的帧率。

  19. Interactive Volume Rendering of Diffusion Tensor Data

    Energy Technology Data Exchange (ETDEWEB)

    Hlawitschka, Mario; Weber, Gunther; Anwander, Alfred; Carmichael, Owen; Hamann, Bernd; Scheuermann, Gerik

    2007-03-30

    As 3D volumetric images of the human body become an increasingly crucial source of information for the diagnosis and treatment of a broad variety of medical conditions, advanced techniques that allow clinicians to efficiently and clearly visualize volumetric images become increasingly important. Interaction has proven to be a key concept in analysis of medical images because static images of 3D data are prone to artifacts and misunderstanding of depth. Furthermore, fading out clinically irrelevant aspects of the image while preserving contextual anatomical landmarks helps medical doctors to focus on important parts of the images without becoming disoriented. Our goal was to develop a tool that unifies interactive manipulation and context preserving visualization of medical images with a special focus on diffusion tensor imaging (DTI) data. At each image voxel, DTI provides a 3 x 3 tensor whose entries represent the 3D statistical properties of water diffusion locally. Water motion that is preferential to specific spatial directions suggests structural organization of the underlying biological tissue; in particular, in the human brain, the naturally occuring diffusion of water in the axon portion of neurons is predominantly anisotropic along the longitudinal direction of the elongated, fiber-like axons [MMM+02]. This property has made DTI an emerging source of information about the structural integrity of axons and axonal connectivity between brain regions, both of which are thought to be disrupted in a broad range of medical disorders including multiple sclerosis, cerebrovascular disease, and autism [Mos02, FCI+01, JLH+99, BGKM+04, BJB+03].

  20. A High-Order Finite-Volume Algorithm for Fokker-Planck Collisions in Magnetized Plasmas

    Energy Technology Data Exchange (ETDEWEB)

    Xiong, Z; Cohen, R H; Rognlien, T D; Xu, X Q

    2007-04-18

    A high-order finite volume algorithm is developed for the Fokker-Planck Operator (FPO) describing Coulomb collisions in strongly magnetized plasmas. The algorithm is based on a general fourth-order reconstruction scheme for an unstructured grid in the velocity space spanned by parallel velocity and magnetic moment. The method provides density conservation and high-order-accurate evaluation of the FPO independent of the choice of the velocity coordinates. As an example, a linearized FPO in constant-of-motion coordinates, i.e. the total energy and the magnetic moment, is developed using the present algorithm combined with a cut-cell merging procedure. Numerical tests include the Spitzer thermalization problem and the return to isotropy for distributions initialized with velocity space loss cones. Utilization of the method for a nonlinear FPO is straightforward but requires evaluation of the Rosenbluth potentials.

  1. ARE: Ada Rendering Engine

    Directory of Open Access Journals (Sweden)

    Stefano Penge

    2009-10-01

    Full Text Available E' ormai pratica diffusa, nello sviluppo di applicazioni web, l'utilizzo di template e di potenti template engine per automatizzare la generazione dei contenuti da presentare all'utente. Tuttavia a volte la potenza di tali engine è€ ottenuta mescolando logica e interfaccia, introducendo linguaggi diversi da quelli di descrizione della pagina, o addirittura inventando nuovi linguaggi dedicati.ARE (ADA Rendering Engine è€ pensato per gestire l'intero flusso di creazione del contenuto HTML/XHTML dinamico, la selezione del corretto template, CSS, JavaScript e la produzione dell'output separando completamente logica e interfaccia. I templates utilizzati sono puro HTML senza parti in altri linguaggi, e possono quindi essere gestiti e visualizzati autonomamente. Il codice HTML generato è€ uniforme e parametrizzato.E' composto da due moduli, CORE (Common Output Rendering Engine e ALE (ADA Layout Engine.Il primo (CORE viene utilizzato per la generazione OO degli elementi del DOM ed è pensato per aiutare lo sviluppatore nella produzione di codice valido rispetto al DTD utilizzato. CORE genera automaticamente gli elementi del DOM in base al DTD impostato nella configurazioneIl secondo (ALE viene utilizzato come template engine per selezionare automaticamente in base ad alcuni parametri (modulo, profilo utente, tipologia del nodo, del corso, preferenze di installazione il template HTML, i CSS e i file JavaScript appropriati. ALE permette di usare templates di default e microtemplates ricorsivi per semplificare il lavoro del grafico.I due moduli possono in ogni caso essere utilizzati indipendentemente l'uno dall'altro. E' possibile generare e renderizzare una pagina HTML utilizzando solo CORE oppure inviare gli oggetti CORE al template engine ALE che provvede a renderizzare la pagina HTML. Viceversa è possibile generare HTML senza utilizzare CORE ed inviarlo al template engine ALECORE è alla prima release ed è€ già utilizzato all

  2. Volume reconstruction optimization for tomo-PIV algorithms applied to experimental data

    Science.gov (United States)

    Martins, Fabio J. W. A.; Foucaut, Jean-Marc; Thomas, Lionel; Azevedo, Luis F. A.; Stanislas, Michel

    2015-08-01

    Tomographic PIV is a three-component volumetric velocity measurement technique based on the tomographic reconstruction of a particle distribution imaged by multiple camera views. In essence, the performance and accuracy of this technique is highly dependent on the parametric adjustment and the reconstruction algorithm used. Although synthetic data have been widely employed to optimize experiments, the resulting reconstructed volumes might not have optimal quality. The purpose of the present study is to offer quality indicators that can be applied to data samples in order to improve the quality of velocity results obtained by the tomo-PIV technique. The methodology proposed can potentially lead to significantly reduction in the time required to optimize a tomo-PIV reconstruction, also leading to better quality velocity results. Tomo-PIV data provided by a six-camera turbulent boundary-layer experiment were used to optimize the reconstruction algorithms according to this methodology. Velocity statistics measurements obtained by optimized BIMART, SMART and MART algorithms were compared with hot-wire anemometer data and velocity measurement uncertainties were computed. Results indicated that BIMART and SMART algorithms produced reconstructed volumes with equivalent quality as the standard MART with the benefit of reduced computational time.

  3. Three-Dimensional Volume-Rendered Series Complements 2D Orthogonal Multidetector Computed Tomography in the Evaluation of Abnormal Spinal Curvature in Patients at a Major Cancer Center: A Retrospective Review.

    Science.gov (United States)

    Debnam, J Matthew; Ketonen, Leena; Guha-Thakurta, Nandita

    2012-01-01

    Background. Abnormal spinal curvature is routinely assessed with plain radiographs, MDCT, and MRI. MDCT can provide two-dimensional (2-D) orthogonal as well as reconstructed three-dimensional volume-rendered (3-D VR) images of the spine, including the translucent display: a computer-generated image set that enables the visualization of surgical instrumentation through bony structures. We hypothesized that the 3-D VR series provides additional information beyond that of 2-D orthogonal MDCT in the evaluation of abnormal spinal curvature in patients evaluated at a major cancer center. Methods. The 3-D VR series, including the translucent display, was compared to 2-D orthogonal MDCT studies in patients with an abnormal spinal curvature greater than 25 degrees and scored as being not helpful (0) or helpful (1) in 3 categories: spinal curvature; bony definition; additional findings (mass lesions, fractures, and instrumentation). Results. In 38 of 48 (79.2%) patients assessed, the 3-D VR series were scored as helpful in 63 of 144 (43.8%) total possible categories (32 spinal curvature; 14 bony definition; 17 additional findings). Conclusion. Three-dimensional MDCT images, including the translucent display, are complementary to multiplanar 2-D orthogonal MCDT in the evaluation of abnormal spinal curvature in patients treated at a major cancer center.

  4. Multidetector-row computed tomography in the preoperative diagnosis of intestinal complications caused by clinically unsuspected ingested dietary foreign bodies: a case series emphasizing the use of volume rendering techniques

    Energy Technology Data Exchange (ETDEWEB)

    Teixeira, Augusto Cesar Vieira; Torres, Ulysses dos Santos; Oliveira, Eduardo Portela de; Gual, Fabiana; Bauab Junior, Tufik, E-mail: usantor@yahoo.com.br [Faculdade de Medicina de Sao Jose do Rio Preto (FAMERP), SP (Brazil). Hospital de Base. Serv. de Radiologia e Diagnostico por Imagem; Westin, Carlos Eduardo Garcia [Faculdade de Medicina de Sao Jose do Rio Preto (FAMERP), SP (Brazil). Hospital de Base. Cirurgia Geral; Cardoso, Luciana Vargas [Faculdade de Medicina de Sao Jose do Rio Preto (FAMERP), SP (Brazil). Hospital de Base. Setor de Tomografia Computadorizada

    2013-11-15

    Objective: the present study was aimed at describing a case series where a preoperative diagnosis of intestinal complications secondary to accidentally ingested dietary foreign bodies was made by multidetector-row computed tomography (MDCT), with emphasis on complementary findings yielded by volume rendering techniques (VRT) and curved multiplanar reconstructions (MPR). Materials and Methods: The authors retrospectively assessed five patients with surgically confirmed intestinal complications (perforation and/or obstruction) secondary to unsuspected ingested dietary foreign bodies, consecutively assisted in their institution between 2010 and 2012. Demographic, clinical, laboratory and radiological data were analyzed. VRT and curved MPR were subsequently performed. Results: preoperative diagnosis of intestinal complications was originally performed in all cases. In one case the presence of a foreign body was not initially identified as the causal factor, and the use of complementary techniques facilitated its retrospective identification. In all cases these tools allowed a better depiction of the entire foreign bodies on a single image section, contributing to the assessment of their morphology. Conclusion: although the use of complementary techniques has not had a direct impact on diagnostic performance in most cases of this series, they may provide a better depiction of foreign bodies' morphology on a single image section. (author)

  5. CT two-dimensional reformation versus three-dimensional volume rendering with regard to surgical findings in the preoperative assessment of the ossicular chain in chronic suppurative otitis media

    Energy Technology Data Exchange (ETDEWEB)

    Guo, Yong, E-mail: guoyong27@hotmail.com [Department of Radiology, Navy General Hospital, 6# Fucheng Road, Beijing 100048 (China); Liu, Yang, E-mail: liuyangdoc@sina.com [Department of Otorhinolaryngology, Navy General Hospital, 6# Fucheng Road, Beijing 100048 (China); Lu, Qiao-hui, E-mail: Luqiaohui465@126.com [Department of Radiology, Navy General Hospital, 6# Fucheng Road, Beijing 100048 (China); Zheng, Kui-hong, E-mail: zhengkuihong1971@sina.com [Department of Radiology, Navy General Hospital, 6# Fucheng Road, Beijing 100048 (China); Shi, Li-jing, E-mail: Shilijing2003@yahoo.com.cn [Department of Radiology, Navy General Hospital, 6# Fucheng Road, Beijing 100048 (China); Wang, Qing-jun, E-mail: wangqingjun77@163.com [Department of Radiology, Navy General Hospital, 6# Fucheng Road, Beijing 100048 (China)

    2013-09-15

    Purpose: To assess the role of three-dimensional volume rendering (3DVR) in the preoperative assessment of the ossicular chain in chronic suppurative otitis media (CSOM). Materials and methods: Sixty-six patients with CSOM were included in this prospective study. Temporal bone was scanned with a 128-channel multidetector row CT and the axial data was transferred to the workstation for multiplanar reformation (MPR) and 3DVR reconstructions. Evaluation of the ossicular chain according to a three-point scoring system on two-dimensional reformation (2D) and 3DVR was performed independently by two radiologists. The evaluation results were compared with surgical findings. Results: 2D showed over 89% accuracy in the assessment of segmental absence of the ossicular chain in CSOM, no matter how small the segmental size was. 3DVR was as accurate as 2D for the assessment of segmental absence. However, 3DVR was found to be more accurate than 2D in the evaluation of partial erosion of segments. Conclusion: Both 3DVR and 2D are accurate and reliable for the assessment of the ossicular chain in CSOM. The inclusion of 3DVR images in the imaging protocol improves the accuracy of 2D in detecting ossicular erosion from CSOM.

  6. Preoperative assessment of vascular anatomy of inferior mesenteric artery by volume-rendered 3D-CT for laparoscopic lymph node dissection with left colic artery preservation in lower sigmoid and rectal cancer

    Institute of Scientific and Technical Information of China (English)

    Michiya Kobayashi; Satoshi Morishita; Takehiro Okabayashi; Kana Miyatake; Ken Okamoto; Tsutomu Namikawa; Yasuhiro Ogawa; Keijiro Araki

    2006-01-01

    AIM: To determine the distance between the branching point of the left colic artery (LCA) and the inferior mesenteric artery (IMA) by computed tomography (CT) scanning, for preoperative evaluation before laparoscopic colorectal operation.METHODS: From February 2004 to May 2005, 100patients (63 men, 37 women) underwent angiography performed with a 16-scanner multi-detector row CT unit (Toshiba, Aquilion 16). All images were analyzed on a workstation (AZE Ltd, Virtual Place Advance 300). The distance from the root of the IMA to the bifurcation of the LCA was measured by curved multi-planar reconstruction on a workstation.RESULTS: The IMA could be visualized in all the cases,but the LCA was missing in two patients. The mean distance from the root of the IMA to the root of the LCA was 42.0 mm (range, 23.2-75.0 mm). There were no differences in gender, arterial branching types, body weight, height, and body mass index.CONCLUSION: Volume-rendered 3D-CT is helpful to assess the vascular branching anatomy for laparoscopic surgery.

  7. Sea modeling and rendering

    Science.gov (United States)

    Cathala, Thierry; Latger, Jean

    2010-10-01

    More and more defence and civil applications require simulation of marine synthetic environment. Currently, the "Future Anti-Surface-Guided-Weapon" (FASGW) or "anti-navire léger" (ANL) missile needs this kind of modelling. This paper presents a set of technical enhancement of the SE-Workbench that aim at better representing the sea profile and the interaction with targets. The operational scenario variability is a key criterion: the generic geographical area (e.g. Persian Gulf, coast of Somalia,...), the type of situation (e.g. peace keeping, peace enforcement, anti-piracy, drug interdiction,...)., the objectives (political, strategic, or military objectives), the description of the mission(s) (e.g. antipiracy) and operation(s) (e.g. surveillance and reconnaissance, escort, convoying) to achieve the objectives, the type of environment (Weather, Time of day, Geography [coastlines, islands, hills/mountains]). The paper insists on several points such as the dual rendering using either ray tracing [and the GP GPU optimization] or rasterization [and GPU shaders optimization], the modelling of sea-surface based on hypertextures and shaders, the wakes modelling, the buoyancy models for targets, the interaction of coast and littoral, the dielectric infrared modelling of water material.

  8. Are you bleeding? Validation of a machine-learning algorithm for determination of blood volume status: application to remote triage

    National Research Council Canada - National Science Library

    Caroline A. Rickards; Nisarg Vyas; Kathy L. Ryan; Kevin R. Ward; David Andre; Gennifer M. Hurst; Chelsea R. Barrera; Victor A. Convertino

    2014-01-01

    .... The purpose of this study was to test the hypothesis that low-level physiological signals can be used to develop a machine-learning algorithm for tracking changes in central blood volume that will...

  9. Applications of a finite-volume algorithm for incompressible MHD problems

    CERN Document Server

    Vantieghem, S; Jackson, A

    2016-01-01

    We present the theory, algorithms and implementation of a parallel finite-volume algorithm for the solution of the incompressible magnetohydrodynamic (MHD) equations using unstructured grids that are applicable for a wide variety of geometries. Our method implements a mixed Adams-Bashforth/Crank-Nicolson scheme for the nonlinear terms in the MHD equations and we prove that it is stable independent of the time step. To ensure that the solenoidal condition is met for the magnetic field, we use a method whereby a pseudo-pressure is introduced into the induction equation; since we are concerned with incompressible flows, the resulting Poisson equation for the pseudo-pressure is solved alongside the equivalent Poisson problem for the velocity field. We validate our code in a variety of geometries including periodic boxes, spheres, spherical shells, spheroids and ellipsoids; for the finite geometries we implement the so-called ferromagnetic or pseudo-vacuum boundary conditions appropriate for a surrounding medium w...

  10. Three-dimensional volume rendering digital subtraction angiography in comparison with two-dimensional digital subtraction angiography and rotational angiography for detecting aneurysms and their morphological properties in patients with subarachnoid hemorrhage

    Energy Technology Data Exchange (ETDEWEB)

    Kucukay, Fahrettin, E-mail: fkucukay@hotmail.com [Turkiye Yuksek Ihtisas Hospital, Department of Radiology, Ankara (Turkey); Okten, R. Sarper [Turkiye Yuksek Ihtisas Hospital, Department of Radiology, Ankara (Turkey); Tekiner, Ayhan [Ankara Education and Teaching Hospital, Department of Neurosurgery, Ankara (Turkey); Dagli, Mustafa [Turkiye Yuksek Ihtisas Hospital, Department of Radiology, Ankara (Turkey); Gocek, Cevdet; Bayar, Mehmet Akif [Ankara Education and Teaching Hospital, Department of Neurosurgery, Ankara (Turkey); Cumhur, Turhan [Turkiye Yuksek Ihtisas Hospital, Department of Radiology, Ankara (Turkey)

    2012-10-15

    Objective: Subarachnoid hemorrhage (SAH), which can cause mortality and severe morbidity, is a serious condition whose underlying cause must be determined. We aimed to compare 2D digital subtraction angiography (2DDSA), rotational angiography (RA) and 3D volume rendering digital subtraction angiography (3DVRDSA) for detecting aneurysms and their morphological properties in patients with subarachnoid hemorrhage. Materials and methods: After an initial diagnosis of SAH with computed tomography, 122 patients (52 males and 70 females with a mean age of 47.77 ± 12.81 ranging between 20 and 83 years) underwent 2DDSA imaging, RA and 3DVRDSA imaging for detection of aneurysms. The location of the aneurysm, the best working angles, the dome/neck ratios, the largest diameter of the aneurysm, the shape of the aneurysm, the presence of spasms or pseudostenoses, and the relationship to the neighboring arteries were recorded. Results: 2DDSA missed 15.6% of the aneurysms that had a mean size of 2.79 ± 0.74 mm. RA was superior to 2DDSA for detecting aneurysm neck, and 3DVRDSA was superior to RA for detecting aneurysm neck. 3DVRDSA conclusively depicted the shape of the aneurysms in all patients. 3DVRDSA imaging was superior to 2DDSA and RA in the detection of the aneurysm relationship to neighboring arteries. The sensitivity and specificity of 3DVRDSA imaging for the detection of vasospasms were 100 and 84%, respectively. Conclusions: 3DVRDSA imaging is superior to 2DDSA and RA for detecting intracranial aneurysms and their morphological properties, especially those of small, ruptured aneurysms. However, 2DDSA should not be neglected in cases of vasospasm.

  11. 基于时空一致性的非结构化网格时变流场高效体绘制方法%High-Efficiency Volume Rendering of Unstructured-Grid Time-Varying Flows Using Temporal and Spatial Coherence

    Institute of Scientific and Technical Information of China (English)

    马千里; 刘涛; 王攀; 刘瑜; 李思昆

    2011-01-01

    The temporal and spatial coherence which is an important characteristic of unsteady flows plays an essential role in visualizing time-varying fields. This paper presents an approach for high- efficiency volume rendering of unstructured time-varying flows using the temporal and spatial coherence on the framework of the hardware-based ray casting algorithm (HRC). Firstly, a method is provided to analyze the temporal coherence of both the cell and the vertex data on unstructured grids. Then the cell and the vertex data temporal tables are built to achieve a lower time cost during rendering. Secondly, a novel texture structure is designed to separate the vertex data from the cell data, and a smart gradient matrix is used to reduce the pressure of GPU memory. The scheme of data management can effectively avoid rendering stalls and lead to a compact and efficient storage. The experiments demonstrate that our approach not only gains a much higher efficiency than the existing method, but also achieves a lower space cost, allowing rendering time-varying data on a larger mesh scale.%时空一致性是时变流场的重要性质,也是加速时变数据可视化算法的关键.以硬件加速的光线投射算法(HRC)为框架,设计并实现了一种基于时空一致性的非结构化网格时变流场高效体绘制方法.首先提出一种分析非结构化网格单元和顶点数据时间一致性的方法,分别建立单元和顶点数据时间表,以降低绘制过程中的计算开销;然后设计一种单元和顶点数据相分离的GPU纹理结构,并采用一种小巧的单元梯度矩阵来降低显存开销;同时,设计了一种合理的数据调度策略,既能有效地避免绘制停顿,又使显存纹理结构更为紧致、高效.实验结果表明,该方法不仅明显地提高了绘制效率,而且具有更优显存空间利用率,能实现更大网格规模的非结构化网格时变流场数据体绘制.

  12. High-performance GPU-based rendering for real-time, rigid 2D/3D-image registration and motion prediction in radiation oncology

    Science.gov (United States)

    Spoerk, Jakob; Gendrin, Christelle; Weber, Christoph; Figl, Michael; Pawiro, Supriyanto Ardjo; Furtado, Hugo; Fabri, Daniella; Bloch, Christoph; Bergmann, Helmar; Gröller, Eduard; Birkfellner, Wolfgang

    2012-01-01

    A common problem in image-guided radiation therapy (IGRT) of lung cancer as well as other malignant diseases is the compensation of periodic and aperiodic motion during dose delivery. Modern systems for image-guided radiation oncology allow for the acquisition of cone-beam computed tomography data in the treatment room as well as the acquisition of planar radiographs during the treatment. A mid-term research goal is the compensation of tumor target volume motion by 2D/3D registration. In 2D/3D registration, spatial information on organ location is derived by an iterative comparison of perspective volume renderings, so-called digitally rendered radiographs (DRR) from computed tomography volume data, and planar reference x-rays. Currently, this rendering process is very time consuming, and real-time registration, which should at least provide data on organ position in less than a second, has not come into existence. We present two GPU-based rendering algorithms which generate a DRR of 512 × 512 pixels size from a CT dataset of 53 MB size at a pace of almost 100 Hz. This rendering rate is feasible by applying a number of algorithmic simplifications which range from alternative volume-driven rendering approaches – namely so-called wobbled splatting – to sub-sampling of the DRR-image by means of specialized raycasting techniques. Furthermore, general purpose graphics processing unit (GPGPU) programming paradigms were consequently utilized. Rendering quality and performance as well as the influence on the quality and performance of the overall registration process were measured and analyzed in detail. The results show that both methods are competitive and pave the way for fast motion compensation by rigid and possibly even non-rigid 2D/3D registration and, beyond that, adaptive filtering of motion models in IGRT. PMID:21782399

  13. Volume Measurement Algorithm for Food Product with Irregular Shape using Computer Vision based on Monte Carlo Method

    Directory of Open Access Journals (Sweden)

    Joko Siswantoro

    2014-11-01

    Full Text Available Volume is one of important issues in the production and processing of food product. Traditionally, volume measurement can be performed using water displacement method based on Archimedes’ principle. Water displacement method is inaccurate and considered as destructive method. Computer vision offers an accurate and nondestructive method in measuring volume of food product. This paper proposes algorithm for volume measurement of irregular shape food product using computer vision based on Monte Carlo method. Five images of object were acquired from five different views and then processed to obtain the silhouettes of object. From the silhouettes of object, Monte Carlo method was performed to approximate the volume of object. The simulation result shows that the algorithm produced high accuracy and precision for volume measurement.

  14. Automatic Image-Based Pencil Sketch Rendering

    Institute of Scientific and Technical Information of China (English)

    王进; 鲍虎军; 周伟华; 彭群生; 徐迎庆

    2002-01-01

    This paper presents an automatic image-based approach for converting greyscale images to pencil sketches, in which strokes follow the image features. The algorithm first extracts a dense direction field automatically using Logical/Linear operators which embody the drawing mechanism. Next, a reconstruction approach based on a sampling-and-interpolation scheme is introduced to generate stroke paths from the direction field. Finally, pencil strokes are rendered along the specified paths with consideration of image tone and artificial illumination.As an important application, the technique is applied to render portraits from images with little user interaction. The experimental results demonstrate that the approach can automatically achieve compelling pencil sketches from reference images.

  15. An algorithm to estimate the volume of the thyroid lesions using SPECT; Algoritmo para estimativa de volume de lesoes tireoidenas com o uso de SPECT

    Energy Technology Data Exchange (ETDEWEB)

    Pina, Jorge Luiz Soares de; Mello, Rossana Corbo de; Rebelo, Ana Maria [Hospital Universitario Clementino Fraga Filho, Rio de Janeiro, RJ (Brazil). Dept. de Radiologia

    2000-07-01

    An algorithm was developed to estimate the volume of the thyroid and its functioning lesions, that is, those which capture iodine. This estimate is achieved by the use of SPECT, Single Photon Emission Computed Tomography. The algorithm was written in an extended PASCAL language subset and was accomplished to run on Siemens ICON System, a special Macintosh environment that controls the tomographic image acquisition and processing. In spite of be developed for the Siemens DIACAN gamma camera, the algorithm can be easily adapted for the ECAN camera. These two Cameras models are among the most common ones used in Nuclear Medicine in Brazil Nowadays. A phantom study was used to validate the algorithm that have shown that a threshold of 42% of maximum pixel intensity of the images it is possible to estimate the volume of the phantoms with an error of 10% in the range of 30 to 70 ml. (author)

  16. Entropy, color, and color rendering.

    Science.gov (United States)

    Price, Luke L A

    2012-12-01

    The Shannon entropy [Bell Syst. Tech J.27, 379 (1948)] of spectral distributions is applied to the problem of color rendering. With this novel approach, calculations for visual white entropy, spectral entropy, and color rendering are proposed, indices that are unreliant on the subjectivity inherent in reference spectra and color samples. The indices are tested against real lamp spectra, showing a simple and robust system for color rendering assessment. The discussion considers potential roles for white entropy in several areas of color theory and psychophysics and nonextensive entropy generalizations of the entropy indices in mathematical color spaces.

  17. Realistic Real-Time Outdoor Rendering in Augmented Reality

    Science.gov (United States)

    Kolivand, Hoshang; Sunar, Mohd Shahrizal

    2014-01-01

    Realistic rendering techniques of outdoor Augmented Reality (AR) has been an attractive topic since the last two decades considering the sizeable amount of publications in computer graphics. Realistic virtual objects in outdoor rendering AR systems require sophisticated effects such as: shadows, daylight and interactions between sky colours and virtual as well as real objects. A few realistic rendering techniques have been designed to overcome this obstacle, most of which are related to non real-time rendering. However, the problem still remains, especially in outdoor rendering. This paper proposed a much newer, unique technique to achieve realistic real-time outdoor rendering, while taking into account the interaction between sky colours and objects in AR systems with respect to shadows in any specific location, date and time. This approach involves three main phases, which cover different outdoor AR rendering requirements. Firstly, sky colour was generated with respect to the position of the sun. Second step involves the shadow generation algorithm, Z-Partitioning: Gaussian and Fog Shadow Maps (Z-GaF Shadow Maps). Lastly, a technique to integrate sky colours and shadows through its effects on virtual objects in the AR system, is introduced. The experimental results reveal that the proposed technique has significantly improved the realism of real-time outdoor AR rendering, thus solving the problem of realistic AR systems. PMID:25268480

  18. Realistic real-time outdoor rendering in augmented reality.

    Science.gov (United States)

    Kolivand, Hoshang; Sunar, Mohd Shahrizal

    2014-01-01

    Realistic rendering techniques of outdoor Augmented Reality (AR) has been an attractive topic since the last two decades considering the sizeable amount of publications in computer graphics. Realistic virtual objects in outdoor rendering AR systems require sophisticated effects such as: shadows, daylight and interactions between sky colours and virtual as well as real objects. A few realistic rendering techniques have been designed to overcome this obstacle, most of which are related to non real-time rendering. However, the problem still remains, especially in outdoor rendering. This paper proposed a much newer, unique technique to achieve realistic real-time outdoor rendering, while taking into account the interaction between sky colours and objects in AR systems with respect to shadows in any specific location, date and time. This approach involves three main phases, which cover different outdoor AR rendering requirements. Firstly, sky colour was generated with respect to the position of the sun. Second step involves the shadow generation algorithm, Z-Partitioning: Gaussian and Fog Shadow Maps (Z-GaF Shadow Maps). Lastly, a technique to integrate sky colours and shadows through its effects on virtual objects in the AR system, is introduced. The experimental results reveal that the proposed technique has significantly improved the realism of real-time outdoor AR rendering, thus solving the problem of realistic AR systems.

  19. Realistic real-time outdoor rendering in augmented reality.

    Directory of Open Access Journals (Sweden)

    Hoshang Kolivand

    Full Text Available Realistic rendering techniques of outdoor Augmented Reality (AR has been an attractive topic since the last two decades considering the sizeable amount of publications in computer graphics. Realistic virtual objects in outdoor rendering AR systems require sophisticated effects such as: shadows, daylight and interactions between sky colours and virtual as well as real objects. A few realistic rendering techniques have been designed to overcome this obstacle, most of which are related to non real-time rendering. However, the problem still remains, especially in outdoor rendering. This paper proposed a much newer, unique technique to achieve realistic real-time outdoor rendering, while taking into account the interaction between sky colours and objects in AR systems with respect to shadows in any specific location, date and time. This approach involves three main phases, which cover different outdoor AR rendering requirements. Firstly, sky colour was generated with respect to the position of the sun. Second step involves the shadow generation algorithm, Z-Partitioning: Gaussian and Fog Shadow Maps (Z-GaF Shadow Maps. Lastly, a technique to integrate sky colours and shadows through its effects on virtual objects in the AR system, is introduced. The experimental results reveal that the proposed technique has significantly improved the realism of real-time outdoor AR rendering, thus solving the problem of realistic AR systems.

  20. Volume Ray Casting with Peak Finding and Differential Sampling

    KAUST Repository

    Knoll, A.

    2009-11-01

    Direct volume rendering and isosurfacing are ubiquitous rendering techniques in scientific visualization, commonly employed in imaging 3D data from simulation and scan sources. Conventionally, these methods have been treated as separate modalities, necessitating different sampling strategies and rendering algorithms. In reality, an isosurface is a special case of a transfer function, namely a Dirac impulse at a given isovalue. However, artifact-free rendering of discrete isosurfaces in a volume rendering framework is an elusive goal, requiring either infinite sampling or smoothing of the transfer function. While preintegration approaches solve the most obvious deficiencies in handling sharp transfer functions, artifacts can still result, limiting classification. In this paper, we introduce a method for rendering such features by explicitly solving for isovalues within the volume rendering integral. In addition, we present a sampling strategy inspired by ray differentials that automatically matches the frequency of the image plane, resulting in fewer artifacts near the eye and better overall performance. These techniques exhibit clear advantages over standard uniform ray casting with and without preintegration, and allow for high-quality interactive volume rendering with sharp C0 transfer functions. © 2009 IEEE.

  1. ITAC volume assessment through a Gaussian hidden Markov random field model-based algorithm.

    Science.gov (United States)

    Passera, Katia M; Potepan, Paolo; Brambilla, Luca; Mainardi, Luca T

    2008-01-01

    In this paper, a semi-automatic segmentation method for volume assessment of Intestinal-type adenocarcinoma (ITAC) is presented and validated. The method is based on a Gaussian hidden Markov random field (GHMRF) model that represents an advanced version of a finite Gaussian mixture (FGM) model as it encodes spatial information through the mutual influences of neighboring sites. To fit the GHMRF model an expectation maximization (EM) algorithm is used. We applied the method to a magnetic resonance data sets (each of them composed by T1-weighted, Contrast Enhanced T1-weighted and T2-weighted images) for a total of 49 tumor-contained slices. We tested GHMRF performances with respect to FGM by both a numerical and a clinical evaluation. Results show that the proposed method has a higher accuracy in quantifying lesion area than FGM and it can be applied in the evaluation of tumor response to therapy.

  2. AN UNSTRUCTURED FINITE-VOLUME ALGORITHM FOR NONLINEAR TWO-DIMENSIOAL SHALLOW WATER EQUATION

    Institute of Scientific and Technical Information of China (English)

    WANG Zhi-li; GENG Yan-fen; JIN Sheng

    2005-01-01

    An unstructured finite-volume numerical algorithm was presented for solution of the two-dimensional shallow water equations, based on triangular or arbitrary quadrilateral meshes. The Roe type approximate Riemann solver was used to the system. A second-order TVD scheme with the van Leer limiter was used in the space discretization and a two-step Runge-Kutta approach was used in the time discretization. An upwind, as opposed to a pointwise, treatment of the slope source terms was adopted and the semi-implicit treatment was used for the friction source terms. Verification for two-dimension dam-break problems are carried out by comparing the present results with others and very good agreement is shown.

  3. GPU PRO 3 Advanced rendering techniques

    CERN Document Server

    Engel, Wolfgang

    2012-01-01

    GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic sha

  4. Visualization of Medpor implants using surface rendering

    Institute of Scientific and Technical Information of China (English)

    WANG Meng; GUI Lai; LIU Xiao-jing

    2011-01-01

    Background The Medpor surgical implant is one of the easiest implants in clinical practice, especially in craniomaxillofacial surgery. It is often used as a bone substitute material for the repair of skull defects and facial deformities. The Medpor implant has several advantages but its use is limited because it is radiolucent in both direct radiography and conventional computed tomography, causing serious problems with visualization.Methods In this study, a new technique for visualizing Medpor implants was evaluated in 10 patients who had undergone facial reconstruction using the material. Continuous volume scans were made using a 16-channel tomographic scanner and 3D reconstruction software was used to create surface renderings. The threshold values for surface renderings of the implant ranged from -70 HU to -20 HU, with bone as the default.Results The shape of the implants and the spatial relationship between bone and implant could both be displayed.Conclusion Surface rendering can allow successful visualization of Medpor implants in the body.

  5. Statistical issues in the comparison of quantitative imaging biomarker algorithms using pulmonary nodule volume as an example.

    Science.gov (United States)

    Obuchowski, Nancy A; Barnhart, Huiman X; Buckler, Andrew J; Pennello, Gene; Wang, Xiao-Feng; Kalpathy-Cramer, Jayashree; Kim, Hyun J Grace; Reeves, Anthony P

    2015-02-01

    Quantitative imaging biomarkers are being used increasingly in medicine to diagnose and monitor patients' disease. The computer algorithms that measure quantitative imaging biomarkers have different technical performance characteristics. In this paper we illustrate the appropriate statistical methods for assessing and comparing the bias, precision, and agreement of computer algorithms. We use data from three studies of pulmonary nodules. The first study is a small phantom study used to illustrate metrics for assessing repeatability. The second study is a large phantom study allowing assessment of four algorithms' bias and reproducibility for measuring tumor volume and the change in tumor volume. The third study is a small clinical study of patients whose tumors were measured on two occasions. This study allows a direct assessment of six algorithms' performance for measuring tumor change. With these three examples we compare and contrast study designs and performance metrics, and we illustrate the advantages and limitations of various common statistical methods for quantitative imaging biomarker studies.

  6. 多层螺旋CT血管成像容积重建技术在Moyamoya病中的诊断价值%The diagnostic value of multi-slice computed tomographic angiography with volume rendering for Moyamoya disease

    Institute of Scientific and Technical Information of China (English)

    林伯法; 奚玉平; 曹国全

    2008-01-01

    Objective To evaluate the diagnostic value of multi-slice thrce-dimensional computed tomographic angiography(MS-CTA) with volume rendering(VR) for Moyamoya disease.Methods MS-CTA of 25 patients with Moyamoya disease verified by DSA were restrospectively analyzed.Source images were got by GE Lightspeed pro scanner.VR was adopted to reconstruct 3D images in all cases.Results Of 25 CT precontrast,13,12 cases showed infarction and hemorrhage respectively,while 11 cases had dialated vessels in thalamus-basal ganglia region on CT.Accuracy of stenosis or occlusion of the bifurcation of ICA, proximal portion of the ACA or MCA was 88.0% (22/25) by MS-CTA.MS-CTA overestimated the degree of stenosis,MS-CTA misdiagnosed 3 cases(12.0%)with stenosis to occlusion.MS-CTA showed fewer small Moyamoya vessels than DSA.MS-CTA only demonstrated 6 cases(25.0%)with collateral vessels.Conclusion CT is still the conventional method for detecting secondary lesions to Moyamoya disease.CT and MS-CTA can accurately diagnose Moyamoya disease.%目的 探讨多层螺旋CT血管造影(MS-CTA)容积重建(VR)技术在Moyamoya病中的诊断价值.方法 对经DSA证实的25例Moyamoya患者的MS-CTA影像资料进行回顾性分析,使用GE Lightspeed pro 16层螺旋CT扫描仪获得原始图像,所有病例均采用VR技术对图像进行三维重建.结果 25例CT平扫患者中,脑梗死13例,脑出血12例,其中11例可见丘脑一基底节区有扩张的血管;MS-CTA VR重建显示Moyamoya病颈内动脉(ICA)末端、大脑中动脉(MCA)或大脑前动脉(ACA)近端闭塞或狭窄的准确率为88.0%(22/25).与DSA相比,MS-CTA VR重建高估动脉狭窄程度,将ICA狭窄误诊为闭塞3例(12.0%);在显示Moyamoya血管数目及分支方面,MS-CTA VR重建显示细小分支数目较少;在显示侧支循环方面,MS-CTA VR重建仅显示6例(25.0%).结论 CT平扫仍是发现Moyamoya病继发病变的常规方法,与MS-CTA VR重建相结合可正确诊断Moyamoya病.

  7. NUMERICAL ALGORITHMS AT NON-ZERO CHEMICAL POTENTIAL. PROCEEDINGS OF RIKEN BNL RESEARCH CENTER WORKSHOP, VOLUME 19

    Energy Technology Data Exchange (ETDEWEB)

    BLUM,T.

    1999-09-14

    The RIKEN BNL Research Center hosted its 19th workshop April 27th through May 1, 1999. The topic was Numerical Algorithms at Non-Zero Chemical Potential. QCD at a non-zero chemical potential (non-zero density) poses a long-standing unsolved challenge for lattice gauge theory. Indeed, it is the primary unresolved issue in the fundamental formulation of lattice gauge theory. The chemical potential renders conventional lattice actions complex, practically excluding the usual Monte Carlo techniques which rely on a positive definite measure for the partition function. This ''sign'' problem appears in a wide range of physical systems, ranging from strongly coupled electronic systems to QCD. The lack of a viable numerical technique at non-zero density is particularly acute since new exotic ''color superconducting'' phases of quark matter have recently been predicted in model calculations. A first principles confirmation of the phase diagram is desirable since experimental verification is not expected soon. At the workshop several proposals for new algorithms were made: cluster algorithms, direct simulation of Grassman variables, and a bosonization of the fermion determinant. All generated considerable discussion and seem worthy of continued investigation. Several interesting results using conventional algorithms were also presented: condensates in four fermion models, SU(2) gauge theory in fundamental and adjoint representations, and lessons learned from strong; coupling, non-zero temperature and heavy quarks applied to non-zero density simulations.

  8. Accelerating Monte Carlo Renderers by Ray Histogram Fusion

    Directory of Open Access Journals (Sweden)

    Mauricio Delbracio

    2015-03-01

    Full Text Available This paper details the recently introduced Ray Histogram Fusion (RHF filter for accelerating Monte Carlo renderers [M. Delbracio et al., Boosting Monte Carlo Rendering by Ray Histogram Fusion, ACM Transactions on Graphics, 33 (2014]. In this filter, each pixel in the image is characterized by the colors of the rays that reach its surface. Pixels are compared using a statistical distance on the associated ray color distributions. Based on this distance, it decides whether two pixels can share their rays or not. The RHF filter is consistent: as the number of samples increases, more evidence is required to average two pixels. The algorithm provides a significant gain in PSNR, or equivalently accelerates the rendering process by using many fewer Monte Carlo samples without observable bias. Since the RHF filter depends only on the Monte Carlo samples color values, it can be naturally combined with all rendering effects.

  9. Applications of a finite-volume algorithm for incompressible MHD problems

    Science.gov (United States)

    Vantieghem, S.; Sheyko, A.; Jackson, A.

    2016-02-01

    We present the theory, algorithms and implementation of a parallel finite-volume algorithm for the solution of the incompressible magnetohydrodynamic (MHD) equations using unstructured grids that are applicable for a wide variety of geometries. Our method implements a mixed Adams-Bashforth/Crank-Nicolson scheme for the nonlinear terms in the MHD equations and we prove that it is stable independent of the time step. To ensure that the solenoidal condition is met for the magnetic field, we use a method whereby a pseudo-pressure is introduced into the induction equation; since we are concerned with incompressible flows, the resulting Poisson equation for the pseudo-pressure is solved alongside the equivalent Poisson problem for the velocity field. We validate our code in a variety of geometries including periodic boxes, spheres, spherical shells, spheroids and ellipsoids; for the finite geometries we implement the so-called ferromagnetic or pseudo-vacuum boundary conditions appropriate for a surrounding medium with infinite magnetic permeability. This implies that the magnetic field must be purely perpendicular to the boundary. We present a number of comparisons against previous results and against analytical solutions, which verify the code's accuracy. This documents the code's reliability as a prelude to its use in more difficult problems. We finally present a new simple drifting solution for thermal convection in a spherical shell that successfully sustains a magnetic field of simple geometry. By dint of its rapid stabilization from the given initial conditions, we deem it suitable as a benchmark against which other self-consistent dynamo codes can be tested.

  10. Computational algorithms for increased control of depth-viewing volume for stereo three-dimensional graphic displays

    Science.gov (United States)

    Williams, Steven P.; Parrish, Russell V.

    1992-01-01

    Three-dimensional pictorial displays incorporating depth cues by means of stereopsis offer a potential means of presenting information in a natural way to enhance situational awareness and improve operator performance. Conventional computational techniques rely on asymptotic projection transformations and symmetric clipping to produce the stereo display. Implementation of two new computational techniques, as asymmetric clipping algorithm and piecewise linear projection transformation, provides the display designer with more control and better utilization of the effective depth-viewing volume to allow full exploitation of stereopsis cuing. Asymmetric clipping increases the perceived field of view (FOV) for the stereopsis region. The total horizontal FOV provided by the asymmetric clipping algorithm is greater throughout the scene viewing envelope than that of the symmetric algorithm. The new piecewise linear projection transformation allows the designer to creatively partition the depth-viewing volume, with freedom to place depth cuing at the various scene distances at which emphasis is desired.

  11. Estimate Landslide Volume with Genetic Algorithms and Image Similarity Method from Single Satellite Image

    Science.gov (United States)

    Yu, Ting-To

    2013-04-01

    It is important to acquire the volume of landslide in short period of time. For hazard mitigation and also emergency response purpose, the traditional method takes much longer time than expected. Due to the weather limit, traffic accessibility and many regulations of law, it take months to handle these process before the actual carry out of filed work. Remote sensing imagery can get the data as long as the visibility allowed, which happened only few day after the event. While traditional photometry requires a stereo pairs images to produce the post event DEM for calculating the change of volume. Usually have to wait weeks or even months for gathering such data, LiDAR or ground GPS measurement might take even longer period of time with much higher cost. In this study we use one post event satellite image and pre-event DTM to compare the similarity between these by alter the DTM with genetic algorithms. The outcome of smartest guess from GAs shall remove or add exact values of height at each location, which been converted into shadow relief viewgraph to compare with satellite image. Once the similarity threshold been make then the guessing work stop. It takes only few hours to finish the entire task, the computed accuracy is around 70% by comparing to the high resolution LiDAR survey at a landslide, southern Taiwan. With extra GCPs, the estimate accuracy can improve to 85% and also within few hours after the receiving of satellite image. Data of this demonstration case is a 5 m DTM at 2005, 2M resolution FormoSat optical image at 2009 and 5M LiDAR at 2010. The GAs and image similarity code is developed on Matlab at windows PC.

  12. A Virtual Reality System for PTCD Simulation Using Direct Visuo-Haptic Rendering of Partially Segmented Image Data.

    Science.gov (United States)

    Fortmeier, Dirk; Mastmeyer, Andre; Schröder, Julian; Handels, Heinz

    2016-01-01

    This study presents a new visuo-haptic virtual reality (VR) training and planning system for percutaneous transhepatic cholangio-drainage (PTCD) based on partially segmented virtual patient models. We only use partially segmented image data instead of a full segmentation and circumvent the necessity of surface or volume mesh models. Haptic interaction with the virtual patient during virtual palpation, ultrasound probing and needle insertion is provided. Furthermore, the VR simulator includes X-ray and ultrasound simulation for image-guided training. The visualization techniques are GPU-accelerated by implementation in Cuda and include real-time volume deformations computed on the grid of the image data. Computation on the image grid enables straightforward integration of the deformed image data into the visualization components. To provide shorter rendering times, the performance of the volume deformation algorithm is improved by a multigrid approach. To evaluate the VR training system, a user evaluation has been performed and deformation algorithms are analyzed in terms of convergence speed with respect to a fully converged solution. The user evaluation shows positive results with increased user confidence after a training session. It is shown that using partially segmented patient data and direct volume rendering is suitable for the simulation of needle insertion procedures such as PTCD.

  13. Benchmarking of state-of-the-art needle detection algorithms in 3D ultrasound data volumes

    Science.gov (United States)

    Pourtaherian, Arash; Zinger, Svitlana; de With, Peter H. N.; Korsten, Hendrikus H. M.; Mihajlovic, Nenad

    2015-03-01

    Ultrasound-guided needle interventions are widely practiced in medical diagnostics and therapy, i.e. for biopsy guidance, regional anesthesia or for brachytherapy. Needle guidance using 2D ultrasound can be very challenging due to the poor needle visibility and the limited field of view. Since 3D ultrasound transducers are becoming more widely used, needle guidance can be improved and simplified with appropriate computer-aided analyses. In this paper, we compare two state-of-the-art 3D needle detection techniques: a technique based on line filtering from literature and a system employing Gabor transformation. Both algorithms utilize supervised classification to pre-select candidate needle voxels in the volume and then fit a model of the needle on the selected voxels. The major differences between the two approaches are in extracting the feature vectors for classification and selecting the criterion for fitting. We evaluate the performance of the two techniques using manually-annotated ground truth in several ex-vivo situations of different complexities, containing three different needle types with various insertion angles. This extensive evaluation provides better understanding on the limitations and advantages of each technique under different acquisition conditions, which is leading to the development of improved techniques for more reliable and accurate localization. Benchmarking results that the Gabor features are better capable of distinguishing the needle voxels in all datasets. Moreover, it is shown that the complete processing chain of the Gabor-based method outperforms the line filtering in accuracy and stability of the detection results.

  14. Constructing And Rendering Vectorised Photographic Images

    Directory of Open Access Journals (Sweden)

    P. J. Willis

    2013-06-01

    Full Text Available We address the problem of representing captured images in the continuous mathematical space more usually associated with certain forms of drawn ('vector' images. Such an image is resolution-independent so can be used as a master for varying resolution-specific formats. We briefly describe the main features of a vectorising codec for photographic images, whose significance is that drawing programs can access images and image components as first-class vector objects. This paper focuses on the problem of rendering from the isochromic contour form of a vectorised image and demonstrates a new fill algorithm which could also be used in drawing generally. The fill method is described in terms of level set diffusion equations for clarity. Finally we show that image warping is both simplified and enhanced in the vector form and that we can demonstrate real histogram equalisation with genuinely rectangular histograms straightforwardly.

  15. A stable algorithm for calculating phase equilibria with capillarity at specified moles, volume and temperature using a dynamic model

    KAUST Repository

    Kou, Jisheng

    2017-09-30

    Capillary pressure can significantly affect the phase properties and flow of liquid-gas fluids in porous media, and thus, the phase equilibrium calculation incorporating capillary pressure is crucial to simulate such problems accurately. Recently, the phase equilibrium calculation at specified moles, volume and temperature (NVT-flash) becomes an attractive issue. In this paper, capillarity is incorporated into the phase equilibrium calculation at specified moles, volume and temperature. A dynamical model for such problem is developed for the first time by using the laws of thermodynamics and Onsager\\'s reciprocal principle. This model consists of the evolutionary equations for moles and volume, and it can characterize the evolutionary process from a non-equilibrium state to an equilibrium state in the presence of capillarity effect at specified moles, volume and temperature. The phase equilibrium equations are naturally derived. To simulate the proposed dynamical model efficiently, we adopt the convex-concave splitting of the total Helmholtz energy, and propose a thermodynamically stable numerical algorithm, which is proved to preserve the second law of thermodynamics at the discrete level. Using the thermodynamical relations, we derive a phase stability condition with capillarity effect at specified moles, volume and temperature. Moreover, we propose a stable numerical algorithm for the phase stability testing, which can provide the feasible initial conditions. The performance of the proposed methods in predicting phase properties under capillarity effect is demonstrated on various cases of pure substance and mixture systems.

  16. Evaluating the agreement between tumour volumetry and the estimated volumes of tumour lesions using an algorithm

    Energy Technology Data Exchange (ETDEWEB)

    Laubender, Ruediger P. [German Cancer Consortium (DKTK), Heidelberg (Germany); University Hospital Munich - Campus Grosshadern, Institute of Medical Informatics, Biometry, and Epidemiology (IBE), Munich (Germany); German Cancer Research Center (DKFZ), Heidelberg (Germany); Lynghjem, Julia; D' Anastasi, Melvin; Graser, Anno [University Hospital Munich - Campus Grosshadern, Institute for Clinical Radiology, Munich (Germany); Heinemann, Volker; Modest, Dominik P. [University Hospital Munich - Campus Grosshadern, Department of Medical Oncology, Munich (Germany); Mansmann, Ulrich R. [University Hospital Munich - Campus Grosshadern, Institute of Medical Informatics, Biometry, and Epidemiology (IBE), Munich (Germany); Sartorius, Ute; Schlichting, Michael [Merck KGaA, Darmstadt (Germany)

    2014-07-15

    To evaluate the agreement between tumour volume derived from semiautomated volumetry (SaV) and tumor volume defined by spherical volume using longest lesion diameter (LD) according to Response Evaluation Criteria In Solid Tumors (RECIST) or ellipsoid volume using LD and longest orthogonal diameter (LOD) according to World Health Organization (WHO) criteria. Twenty patients with metastatic colorectal cancer from the CIOX trial were included. A total of 151 target lesions were defined by baseline computed tomography and followed until disease progression. All assessments were performed by a single reader. A variance component model was used to compare the three volume versions. There was a significant difference between the SaV and RECIST-based tumour volumes. The same model showed no significant difference between the SaV and WHO-based volumes. Scatter plots showed that the RECIST-based volumes overestimate lesion volume. The agreement between the SaV and WHO-based relative changes in tumour volume, evaluated by intraclass correlation, showed nearly perfect agreement. Estimating the volume of metastatic lesions using both the LD and LOD (WHO) is more accurate than those based on LD only (RECIST), which overestimates lesion volume. The good agreement between the SaV and WHO-based relative changes in tumour volume enables a reasonable approximation of three-dimensional tumour burden. (orig.)

  17. Democratizing rendering for multiple viewers in surround VR systems

    KAUST Repository

    Schulze, Jürgen P.

    2012-03-01

    We present a new approach for how multiple users\\' views can be rendered in a surround virtual environment without using special multi-view hardware. It is based on the idea that different parts of the screen are often viewed by different users, so that they can be rendered from their own view point, or at least from a point closer to their view point than traditionally expected. The vast majority of 3D virtual reality systems are designed for one head-tracked user, and a number of passive viewers. Only the head tracked user gets to see the correct view of the scene, everybody else sees a distorted image. We reduce this problem by algorithmically democratizing the rendering view point among all tracked users. Researchers have proposed solutions for multiple tracked users, but most of them require major changes to the display hardware of the VR system, such as additional projectors or custom VR glasses. Our approach does not require additional hardware, except the ability to track each participating user. We propose three versions of our multi-viewer algorithm. Each of them balances image distortion and frame rate in different ways, making them more or less suitable for certain application scenarios. Our most sophisticated algorithm renders each pixel from its own, optimized camera perspective, which depends on all tracked users\\' head positions and orientations. © 2012 IEEE.

  18. Time Prediction for Reyes Rendering Architecture Based on AdaBoost.MH Algorithm%基于AdaBoost.MH的Reyes渲染架构时间预估算法

    Institute of Scientific and Technical Information of China (English)

    孟庆利; 吕琳; 靳颖; 孟祥旭; 孟雷

    2014-01-01

    在大规模真实感渲染系统中,需要对渲染任务进行分解和调度,将其优化后分配给不同的可用计算资源,实现快速集群渲染.为了实现渲染任务的有效分解和调度,提高并行效率,高精度的时间预估算法是不可欠缺的.通过深入研究使用RenderMan规范的渲染器常用的Reyes渲染架构中对渲染时间产生影响的各种因素,分析提取出影响渲染时间的7大要素特征,提出了基于AdaBoost.MH的渲染时间预估算法.通过在基于Reyes渲染架构的渲染引擎中的实验与测试表明,训练集和测试集的准确率分别达到79%和78%,为渲染任务的并行调度奠定了基础,同时也为渲染费用预估提供了依据.

  19. Hybrid fur rendering: combining volumetric fur with explicit hair strands

    DEFF Research Database (Denmark)

    Andersen, Tobias Grønbeck; Falster, Viggo; Frisvad, Jeppe Revall

    2016-01-01

    Hair is typically modeled and rendered using either explicitly defined hair strand geometry or a volume texture of hair densities. Taken each on their own, these two hair representations have difficulties in the case of animal fur as it consists of very dense and thin undercoat hairs in combination...... with coarse guard hairs. Explicit hair strand geometry is not well-suited for the undercoat hairs, while volume textures are not well-suited for the guard hairs. To efficiently model and render both guard hairs and undercoat hairs, we present a hybrid technique that combines rasterization of explicitly...... defined guard hairs with ray marching of a prismatic shell volume with dynamic resolution. The latter is the key to practical combination of the two techniques, and it also enables a high degree of detail in the undercoat. We demonstrate that our hybrid technique creates a more detailed and soft fur...

  20. Hybrid fur rendering: combining volumetric fur with explicit hair strands

    DEFF Research Database (Denmark)

    Andersen, Tobias Grønbeck; Falster, Viggo; Frisvad, Jeppe Revall

    2016-01-01

    Hair is typically modeled and rendered using either explicitly defined hair strand geometry or a volume texture of hair densities. Taken each on their own, these two hair representations have difficulties in the case of animal fur as it consists of very dense and thin undercoat hairs in combination...... with coarse guard hairs. Explicit hair strand geometry is not well-suited for the undercoat hairs, while volume textures are not well-suited for the guard hairs. To efficiently model and render both guard hairs and undercoat hairs, we present a hybrid technique that combines rasterization of explicitly...... defined guard hairs with ray marching of a prismatic shell volume with dynamic resolution. The latter is the key to practical combination of the two techniques, and it also enables a high degree of detail in the undercoat. We demonstrate that our hybrid technique creates a more detailed and soft fur...

  1. FDG PET/CT for rectal carcinoma radiotherapy treatment planning: comparison of functional volume delineation algorithms and clinical challenges.

    Science.gov (United States)

    Withofs, Nadia; Bernard, Claire; Van der Rest, Catherine; Martinive, Philippe; Hatt, Mathieu; Jodogne, Sebastien; Visvikis, Dimitris; Lee, John A; Coucke, Philippe A; Hustinx, Roland

    2014-09-08

    PET/CT imaging could improve delineation of rectal carcinoma gross tumor volume (GTV) and reduce interobserver variability. The objective of this work was to compare various functional volume delineation algorithms. We enrolled 31 consecutive patients with locally advanced rectal carcinoma. The FDG PET/CT and the high dose CT (CTRT) were performed in the radiation treatment position. For each patient, the anatomical GTVRT was delineated based on the CTRT and compared to six different functional/metabolic GTVPET derived from two automatic segmentation approaches (FLAB and a gradient-based method); a relative threshold (45% of the SUVmax) and an absolute threshold (SUV > 2.5), using two different commercially available software (Philips EBW4 and Segami OASIS). The spatial sizes and shapes of all volumes were compared using the conformity index (CI). All the delineated metabolic tumor volumes (MTVs) were significantly different. The MTVs were as follows (mean ± SD): GTVRT (40.6 ± 31.28ml); FLAB (21.36± 16.34 ml); the gradient-based method (18.97± 16.83ml); OASIS 45% (15.89 ± 12.68 ml); Philips 45% (14.52 ± 10.91 ml); OASIS 2.5 (41.6 2 ± 33.26 ml); Philips 2.5 (40 ± 31.27 ml). CI between these various volumes ranged from 0.40 to 0.90. The mean CI between the different MTVs and the GTVCT was algorithms and the software products. The manipulation of PET/CT images and MTVs, such as the DICOM transfer to the Radiation Oncology Department, induced additional volume variations.

  2. 一种基于空间索引技术的全局光照快速绘制算法%A FAST GLOBAL ILLUMINATION RENDERING ALGORITHM BASED ON SPACE INDEXING TECHNIQUE

    Institute of Scientific and Technical Information of China (English)

    熊德华; 秦开怀

    2011-01-01

    在研究分析各种光照模型算法的基础上,提出一个基于对场景空间规则划分索引及建立光粒子空间分布,并以此进行全局光照计算的模型,其中包括提出一种从光源自适应地发射光粒子的模式和基于空间分割索引传播存储光粒子的技术,以及从视点出发的空间索引定位光粒子的收集显示方案.在算法实现的过程中,由于采用了场景空间规则划分的有序索引、对光照过程的有效模拟计算以及光粒子的自适应发射等技术,大大提高了算法的效率,使得在同等的光照效果下,该算法花费的时间更少,速度更快.%In this paper, we present a model of global illumination calculation which is conducted on the basis of partitioning and indexing the scene space rules and building the spatial distribution of light particles, according to the studies and analyses on various illumination model algorithms. The model includes a pattern to emit light particles adaptively from light sources and the technique of spreading and storing the light particles based on space segmentation index, as well as the collection and display scheme for light particles located by space index in terms of viewpoint. In the implementation process of the algorithm, because of the use of technologies such as the sorted index of scenes space rules segmentation, the effective simulated calculation of the illumination process and the adaptive emitting technique of light particles, etc. ,the efficiency of the algorithm is improved significantly. This makes our algorithm cost much less time and have higher speed in the condition of equal illumination effect.

  3. Image plane sweep volume illumination.

    Science.gov (United States)

    Sundén, Erik; Ynnerman, Anders; Ropinski, Timo

    2011-12-01

    In recent years, many volumetric illumination models have been proposed, which have the potential to simulate advanced lighting effects and thus support improved image comprehension. Although volume ray-casting is widely accepted as the volume rendering technique which achieves the highest image quality, so far no volumetric illumination algorithm has been designed to be directly incorporated into the ray-casting process. In this paper we propose image plane sweep volume illumination (IPSVI), which allows the integration of advanced illumination effects into a GPU-based volume ray-caster by exploiting the plane sweep paradigm. Thus, we are able to reduce the problem complexity and achieve interactive frame rates, while supporting scattering as well as shadowing. Since all illumination computations are performed directly within a single rendering pass, IPSVI does not require any preprocessing nor does it need to store intermediate results within an illumination volume. It therefore has a significantly lower memory footprint than other techniques. This makes IPSVI directly applicable to large data sets. Furthermore, the integration into a GPU-based ray-caster allows for high image quality as well as improved rendering performance by exploiting early ray termination. This paper discusses the theory behind IPSVI, describes its implementation, demonstrates its visual results and provides performance measurements.

  4. Real-time graphics rendering engine

    CERN Document Server

    Bao, Hujun

    2011-01-01

    ""Real-Time Graphics Rendering Engine"" reveals the software architecture of the modern real-time 3D graphics rendering engine and the relevant technologies based on the authors' experience developing this high-performance, real-time system. The relevant knowledge about real-time graphics rendering such as the rendering pipeline, the visual appearance and shading and lighting models are also introduced. This book is intended to offer well-founded guidance for researchers and developers who are interested in building their own rendering engines. Hujun Bao is a professor at the State Key Lab of

  5. Cluster parallel rendering based on encoded mesh

    Institute of Scientific and Technical Information of China (English)

    QIN Ai-hong; XIONG Hua; PENG Hao-yu; LIU Zhen; SHI Jiao-ying

    2006-01-01

    Use of compressed mesh in parallel rendering architecture is still an unexplored area, the main challenge of which is to partition and sort the encoded mesh in compression-domain. This paper presents a mesh compression scheme PRMC (Parallel Rendering based Mesh Compression) supplying encoded meshes that can be partitioned and sorted in parallel rendering system even in encoded-domain. First, we segment the mesh into submeshes and clip the submeshes' boundary into Runs, and then piecewise compress the submeshes and Runs respectively. With the help of several auxiliary index tables, compressed submeshes and Runs can serve as rendering primitives in parallel rendering system. Based on PRMC, we design and implement a parallel rendering architecture. Compared with uncompressed representation, experimental results showed that PRMC meshes applied in cluster parallel rendering system can dramatically reduce the communication requirement.

  6. CFD非结构化网格格心格式数据高质量体绘制方法%High-Quality Volume Rendering of Unstructured-Grid Cell-Centered Data in CFD

    Institute of Scientific and Technical Information of China (English)

    马千里; 李思昆; 白晓征; 程志全; 徐华勋

    2011-01-01

    3D unstructured-grid cell-centered data are commonly produced by the recent numerical simulations. For visualization, existing approaches usually pre-extrapolate cell-centered data into cell-vertexed data, which depress the rendering accuracy and the image quality. This paper proposes to do direct sampling for these cell-centered data avoiding extrapolation on the framework of multi-pass raycasting. During sampling, the whole computing work is done using the original data leading to a high rendering accuracy. The field at a sample is reconstructed by the cell-centered data and the cell-gradient. A cell-gradient is well estimated by the Green-Gauss theorem with the aid of face-flux construction. Considering the relationship among the flow variables, this paper constructs the face-flux by the Roe-average method using the two cell-centered data values of the face-adjacencies. The analysis and experiments demonstrate that the approach gains high-accuracy sampling and a high-quality image leading to powerful insight into the characteristic of the flow fields.%3D非结构化网格格心格式数据是近年流场数值模拟结果的常见形式,目前的可视化方法无法直接绘制此类数据,通常采用外推技术将其转换为格点格式数据后再进行绘制.导致数据精度损失,严重影响绘制质量.在多遍光线投射算法框架下,设计一种非结构化网格格心格式数据直接采样计算方法(避免外推),使采样过程中的所有计算任务基于原始数据完成,以提高采样计算精度.具体为:设计了基于胞心值和单元梯度的采样点流场数据重构方法:采用基于面通量的格林公式计算单元梯度;考虑流场中物理量的相互关联,首次在流场可视化中引入Roe平均方法,用相邻单元胞心值构造面通量.分析和实验表明,该方法能明显提高采样计算精度,产生高质量的体绘制图像,使用户更准确地洞察和分析流场特性.

  7. Real-time volume graphics

    CERN Document Server

    Engel, Klaus; Kniss, Joe; Rezk-Salama, Christof; Weiskopf, Daniel

    2006-01-01

    Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagrams, and rendered graphics.

  8. Realistic Haptic Rendering of Interacting Deformable Objects in Virtual Environments

    CERN Document Server

    Duriez, Christian; Kheddar, Abderrahmane; Andriot, Claude

    2008-01-01

    A new computer haptics algorithm to be used in general interactive manipulations of deformable virtual objects is presented. In multimodal interactive simulations, haptic feedback computation often comes from contact forces. Subsequently, the fidelity of haptic rendering depends significantly on contact space modeling. Contact and friction laws between deformable models are often simplified in up to date methods. They do not allow a "realistic" rendering of the subtleties of contact space physical phenomena (such as slip and stick effects due to friction or mechanical coupling between contacts). In this paper, we use Signorini's contact law and Coulomb's friction law as a computer haptics basis. Real-time performance is made possible thanks to a linearization of the behavior in the contact space, formulated as the so-called Delassus operator, and iteratively solved by a Gauss-Seidel type algorithm. Dynamic deformation uses corotational global formulation to obtain the Delassus operator in which the mass and s...

  9. Binaural Rendering in MPEG Surround

    Directory of Open Access Journals (Sweden)

    Kristofer Kjörling

    2008-04-01

    Full Text Available This paper describes novel methods for evoking a multichannel audio experience over stereo headphones. In contrast to the conventional convolution-based approach where, for example, five input channels are filtered using ten head-related transfer functions, the current approach is based on a parametric representation of the multichannel signal, along with either a parametric representation of the head-related transfer functions or a reduced set of head-related transfer functions. An audio scene with multiple virtual sound sources is represented by a mono or a stereo downmix signal of all sound source signals, accompanied by certain statistical (spatial properties. These statistical properties of the sound sources are either combined with statistical properties of head-related transfer functions to estimate “binaural parameters” that represent the perceptually relevant aspects of the auditory scene or used to create a limited set of combined head-related transfer functions that can be applied directly on the downmix signal. Subsequently, a binaural rendering stage reinstates the statistical properties of the sound sources by applying the estimated binaural parameters or the reduced set of combined head-related transfer functions directly on the downmix. If combined with parametric multichannel audio coders such as MPEG Surround, the proposed methods are advantageous over conventional methods in terms of perceived quality and computational complexity.

  10. Binaural Rendering in MPEG Surround

    Science.gov (United States)

    Breebaart, Jeroen; Villemoes, Lars; Kjörling, Kristofer

    2008-12-01

    This paper describes novel methods for evoking a multichannel audio experience over stereo headphones. In contrast to the conventional convolution-based approach where, for example, five input channels are filtered using ten head-related transfer functions, the current approach is based on a parametric representation of the multichannel signal, along with either a parametric representation of the head-related transfer functions or a reduced set of head-related transfer functions. An audio scene with multiple virtual sound sources is represented by a mono or a stereo downmix signal of all sound source signals, accompanied by certain statistical (spatial) properties. These statistical properties of the sound sources are either combined with statistical properties of head-related transfer functions to estimate "binaural parameters" that represent the perceptually relevant aspects of the auditory scene or used to create a limited set of combined head-related transfer functions that can be applied directly on the downmix signal. Subsequently, a binaural rendering stage reinstates the statistical properties of the sound sources by applying the estimated binaural parameters or the reduced set of combined head-related transfer functions directly on the downmix. If combined with parametric multichannel audio coders such as MPEG Surround, the proposed methods are advantageous over conventional methods in terms of perceived quality and computational complexity.

  11. Animation framework using volume visualization

    Science.gov (United States)

    Fang, Wenxuan; Wang, Hongli

    2004-03-01

    As the development of computer graphics, scientific visualization and advanced imaging scanner and sensor technology, high quality animation making of volume data set has been a challenging in industries. A simple animation framework by using current volume visualization techniques is proposed in this paper. The framework consists of two pipelines: one is surface based method by using marching cubes algorithm, the other is volume rendering method by using shear-warp method. The volume visualization results can not only be used as key frame sources in the animation making, but also can be directly used as animation when the volume visualization is in stereoscopic mode. The proposed framework can be applied into fields such as medical education, film-making and archaeology.

  12. An edge-preserving algorithm of joint image restoration and volume reconstruction for rotation-scanning 4D echocardiographic images

    Institute of Scientific and Technical Information of China (English)

    GUO Qiang; YANG Xin

    2006-01-01

    A statistical algorithm for the reconstruction from time sequence echocardiographic images is proposed in this paper.The ability to jointly restore the images and reconstruct the 3D images without blurring the boundary is the main innovation of this algorithm. First, a Bayesian model based on MAP-MRF is used to reconstruct 3D volume, and extended to deal with the images acquired by rotation scanning method. Then, the spatiotemporal nature of ultrasound images is taken into account for the parameter of energy function, which makes this statistical model anisotropic. Hence not only can this method reconstruct 3D ultrasound images, but also remove the speckle noise anisotropically. Finally, we illustrate the experiments of our method on the synthetic and medical images and compare it with the isotropic reconstruction method.

  13. Enhanced animation of parallel algorithms. Volume 1. Master's thesis

    Energy Technology Data Exchange (ETDEWEB)

    Lack, M.D.

    1991-12-01

    Algorithm animation is a visualization method used to enhance understanding of the functioning of an algorithm or program. Visualization is used for many purposes, including education, algorithm research, performance analysis, and program debugging. This research, which follows from previous work, examines algorithm animation requirements for the various visualization purposes and extends the capabilities of an existing facility, the AFIT Algorithm Animation Research Facility (AAARF). The structure of AAARF is summarised and its visualization capabilities presented, analysed and compared with other similar packages. This research focuses on the parallel data requirements of the AAARF users, and the meaningful display of large amounts of data. This paper discusses a series of refined animations suitable for a variety of purposes which are capable of conveying detailed information in a concise and timely manner and the development and implementation of a new performance animation type is presented. These animations are built upon pedagogical efforts in a classroom environment. To assist novice users in efficiently using AAARF, an expert system interface has been implemented to advise on optimizing environment configuration. Considerable effort has been devoted to porting AAARF to the X Windows environment and the lessons learned and progress made are discussed.

  14. [An automatic extraction algorithm for individual tree crown projection area and volume based on 3D point cloud data].

    Science.gov (United States)

    Xu, Wei-Heng; Feng, Zhong-Ke; Su, Zhi-Fang; Xu, Hui; Jiao, You-Quan; Deng, Ou

    2014-02-01

    Tree crown projection area and crown volume are the important parameters for the estimation of biomass, tridimensional green biomass and other forestry science applications. Using conventional measurements of tree crown projection area and crown volume will produce a large area of errors in the view of practical situations referring to complicated tree crown structures or different morphological characteristics. However, it is difficult to measure and validate their accuracy through conventional measurement methods. In view of practical problems which include complicated tree crown structure, different morphological characteristics, so as to implement the objective that tree crown projection and crown volume can be extracted by computer program automatically. This paper proposes an automatic untouched measurement based on terrestrial three-dimensional laser scanner named FARO Photon120 using plane scattered data point convex hull algorithm and slice segmentation and accumulation algorithm to calculate the tree crown projection area. It is exploited on VC+6.0 and Matlab7.0. The experiments are exploited on 22 common tree species of Beijing, China. The results show that the correlation coefficient of the crown projection between Av calculated by new method and conventional method A4 reaches 0.964 (p3D LIDAR point cloud data of individual tree, tree crown structure was reconstructed at a high rate of speed with high accuracy, and crown projection and volume of individual tree were extracted by this automatical untouched method, which can provide a reference for tree crown structure studies and be worth to popularize in the field of precision forestry.

  15. Open-source algorithm for automatic choroid segmentation of OCT volume reconstructions

    Science.gov (United States)

    Mazzaferri, Javier; Beaton, Luke; Hounye, Gisèle; Sayah, Diane N.; Costantino, Santiago

    2017-02-01

    The use of optical coherence tomography (OCT) to study ocular diseases associated with choroidal physiology is sharply limited by the lack of available automated segmentation tools. Current research largely relies on hand-traced, single B-Scan segmentations because commercially available programs require high quality images, and the existing implementations are closed, scarce and not freely available. We developed and implemented a robust algorithm for segmenting and quantifying the choroidal layer from 3-dimensional OCT reconstructions. Here, we describe the algorithm, validate and benchmark the results, and provide an open-source implementation under the General Public License for any researcher to use (https://www.mathworks.com/matlabcentral/fileexchange/61275-choroidsegmentation).

  16. Rendering Caustics on Non-Lambertian Surfaces

    DEFF Research Database (Denmark)

    Jensen, Henrik Wann

    1997-01-01

    This paper presents a new technique for rendering caustics on non-Lambertian surfaces. The method is based on an extension of the photon map which removes previous restrictions limiting the usage to Lambertian surfaces. We add information about the incoming direction to the photons and this allow...... reduces the rendering time. We have used the method to render caustics on surfaces with reflectance functions varying from Lambertian to glossy specular....

  17. Building Interstellar's black hole: the gravitational renderer

    OpenAIRE

    James, Oliver; Dieckmann, Sylvan; Pabst, Simon; Roberts, Paul-George H.; Thorne, Kip S.

    2015-01-01

    Interstellar is the first feature film to attempt depicting a black hole as it would actually be seen by somebody nearby. A close collaboration between the production's Scientific Advisor and the Visual Effects team led to the development of a new renderer, DNGR (Double Negative Gravitational Renderer) which uses novel techniques for rendering in curved space-time. Following the completion of the movie, the code was adapted for scientific research, leading to new insights into gravitational l...

  18. Image Based Rendering under Varying Illumination

    Institute of Scientific and Technical Information of China (English)

    Wang Chengfeng (王城峰); Hu Zhanyi

    2003-01-01

    A new approach for photorealistic rendering of a class of objects at arbitrary illumination is presented. The approach of the authors relies entirely on image based rendering techniques. A scheme is utilized for re-illumination of objects based on linear combination of low dimensional image representations. The minimum rendering condition of technique of the authors is three sample images under varying illumination of a reference object and a single input image of an interested object. Important properties of this approach are its simplicity, robustness and speediness. Experimental results validate the proposed rendering approach.

  19. RenderToolbox3: MATLAB tools that facilitate physically based stimulus rendering for vision research.

    Science.gov (United States)

    Heasly, Benjamin S; Cottaris, Nicolas P; Lichtman, Daniel P; Xiao, Bei; Brainard, David H

    2014-02-07

    RenderToolbox3 provides MATLAB utilities and prescribes a workflow that should be useful to researchers who want to employ graphics in the study of vision and perhaps in other endeavors as well. In particular, RenderToolbox3 facilitates rendering scene families in which various scene attributes and renderer behaviors are manipulated parametrically, enables spectral specification of object reflectance and illuminant spectra, enables the use of physically based material specifications, helps validate renderer output, and converts renderer output to physical units of radiance. This paper describes the design and functionality of the toolbox and discusses several examples that demonstrate its use. We have designed RenderToolbox3 to be portable across computer hardware and operating systems and to be free and open source (except for MATLAB itself). RenderToolbox3 is available at https://github.com/DavidBrainard/RenderToolbox3.

  20. Scheduling Algorithm for Mission Planning and Logistics Evaluation (SAMPLE). Volume 2: Mission payloads subsystem description

    Science.gov (United States)

    Dupnick, E.; Wiggins, D.

    1980-01-01

    The scheduling algorithm for mission planning and logistics evaluation (SAMPLE) is presented. Two major subsystems are included: The mission payloads program; and the set covering program. Formats and parameter definitions for the payload data set (payload model), feasible combination file, and traffic model are documented.

  1. 血管分割可视化中的快速交互型体渲染方法%Fast interactive volume rendering method for adjustable vessel segmentation visualization

    Institute of Scientific and Technical Information of China (English)

    MAXIME Guilbot; 杨新

    2008-01-01

    Medical diagnosis software and computer-assisted surgical systems often use segmented image data to help clinicians make decisions. The segmentation extracts the region of interest from the background, which makes the visualization clearer. However, no segmentation method can guarantee accurate results under all circumstances. As a result, the clinicians need a solution that enables them to check and validate the segmentation accuracy as well as displaying the segmented area without ambiguities.With the method presented in this paper, the real CT or MR image is displayed within the segmented region and the segmented boundaries can be expanded or contracted interactively. By this way, the clinicians are able to check and validate the segmentation visually and make more reliable decisions. After experiments with real data from a hospital, the presented method is proved to be suitable for efficiently detecting segmentation errors. The new algorithm uses new graphic processing uint (GPU) shading functions recently introduced in graphic cards and is fast enough to interact on the segmented area, which was not possible with previous methods.

  2. voFoam - A geometrical Volume of Fluid algorithm on arbitrary unstructured meshes with local dynamic adaptive mesh refinement using OpenFOAM

    CERN Document Server

    Maric, Tomislav; Bothe, Dieter

    2013-01-01

    A new parallelized unsplit geometrical Volume of Fluid (VoF) algorithm with support for arbitrary unstructured meshes and dynamic local Adaptive Mesh Refinement (AMR), as well as for two and three dimensional computation is developed. The geometrical VoF algorithm supports arbitrary unstructured meshes in order to enable computations involving flow domains of arbitrary geometrical complexity. The implementation of the method is done within the framework of the OpenFOAM library for Computational Continuum Mechanics (CCM) using the C++ programming language with modern policy based design for high program code modularity. The development of the geometrical VoF algorithm significantly extends the method base of the OpenFOAM library by geometrical volumetric flux computation for two-phase flow simulations. For the volume fraction advection, a novel unsplit geometrical algorithm is developed, which inherently sustains volume conservation utilizing unique Lagrangian discrete trajectories located in the mesh points. ...

  3. MATLAB code to estimate landslide volume from single remote sensed image using genetic algorithm and imagery similarity measurement

    Science.gov (United States)

    Wang, Ting-Shiuan; Yu, Teng-To; Lee, Shing-Tsz; Peng, Wen-Fei; Lin, Wei-Ling; Li, Pei-Ling

    2014-09-01

    Information regarding the scale of a hazard is crucial for the evaluation of its associated impact. Quantitative analysis of landslide volume immediately following the event can offer better understanding and control of contributory factors and their relative importance. Such information cannot be gathered for each landslide event, owing to limitations in obtaining useable raw data and the necessary procedures of each applied technology. Empirical rules are often used to predict volume change, but the resulting accuracy is very low. Traditional methods use photogrammetry or light detection and ranging (LiDAR) to produce a post-event digital terrain model (DTM). These methods are both costly and time-intensive. This study presents a technique to estimate terrain change volumes quickly and easily, not only reducing waiting time but also offering results with less than 25% error. A genetic algorithm (GA) programmed MATLAB is used to intelligently predict the elevation change for each pixel of an image. This deviation from the pre-event DTM becomes a candidate for the post-event DTM. Thus, each changed DTM is converted into a shadow relief image and compared with a single post-event remotely sensed image for similarity ranking. The candidates ranked in the top two thirds are retained as parent chromosomes to produce offspring in the next generation according to the rules of GAs. When the highest similarity index reaches 0.75, the DTM corresponding to that hillshade image is taken as the calculated post-event DTM. As an example, a pit with known volume is removed from a flat, inclined plane to demonstrate the theoretical capability of the code. The method is able to rapidly estimate the volume of terrain change within an error of 25%, without the delays involved in obtaining stereo image pairs, or the need for ground control points (GCPs) or professional photogrammetry software.

  4. Using genetic algorithm for lot sizing and scheduling problem with arbitrary job volumes and distinct job due date considerations

    Science.gov (United States)

    Wang, Deyun; Grunder, Olivier; EL Moudni, Abdellah

    2014-08-01

    This paper considers an integrated lot sizing and scheduling problem for a production-distribution environment with arbitrary job volumes and distinct due dates considerations. In the problem, jobs are firstly batch processed on a batching machine at production stage and then delivered to a pre-specified customer at the subsequent delivery stage by a capacitated vehicle. Each job is associated with a distinct due date and a distinct volume, and has to be delivered to the customer before its due date, i.e. delay is not allowed. The processing time of a batch is a constant independent of the jobs it contains. In production, a constant set-up time as well as a constant set-up cost is required before the first job of this batch is processed. In delivery, a constant delivery time as well as a constant delivery cost is needed for each round-trip delivery between the factory and the customer. Moreover, it is supposed that a job that arrives at the customer before its due date will incur a customer inventory cost. The objective is to find a coordinated lot sizing and scheduling scheme such that the total cost is minimised while guaranteeing a certain customer service level. A mixed integer formulation is proposed for this problem, and then a genetic algorithm is developed to solve it. To evaluate the performance of the proposed genetic algorithm, a lower bound on the objective value is established. Computational experiments show that the proposed genetic algorithm performs well on randomly generated problem instances.

  5. Clinical application analysis of 64-slice CT coronary CTA dynamic volume rendering diagnosis of myocardial bridge & nbsp;of the anterior descending branch%64层螺旋CT冠状动脉CTA动态容积再现辅助诊断前降支心肌桥的临床应用分析

    Institute of Scientific and Technical Information of China (English)

    郝晓光

    2013-01-01

      Objective To explore the clinical value of 64-slice CT coronary CTA dynamic volume rendering images auxiliary diagnosis of myocardial bridge. Methods 96 patients underwent coronary CTA from January 2009 to the end of December 2012, with confirm of coronary angiography, were chosen. CT images are routinely reconstructed in the best phase period and in 0-90% phase period, an interval of 10%. Reconstruction data was sent to the workstation to get the MPR, the CPR, as well as dynamic volume rendering images. Images were analyzed by the two groups of doctors of medical imaging department to determine whether the presence of myocardial bridge of the left anterior descending artery based on static images, both static and dynamic volume images, respectively. Results 96 cases with myocardial bridge of the left anterior descending artery confirmed by coronary angiography, 83 cases were diagnosed by the static CTA image, 93 cases were diagnosed by both static and dynamic volume images. The sensitivity of two groups was 93.75% and 82.29%, specificity 99.68% and 99.57%, respectively. Conclusion The comprehensive analysis of the 64-slice spiral CT coronary CTA static and dynamic volume rendering images can improve the accuracy of the diagnosis of left anterior descending artery myocardial bridge.%  目的探索64层螺旋CT冠状动脉CTA动态容积再现图像辅助诊断心肌桥的临床应用价值。方法选择我院2009年1月-2012年12月行冠状动脉CTA检查并经冠脉造影证实的心肌桥96例,所有CT图像均进行常规best phase期相重建及0-90%、间隔10%的多期相重建,重建后的数据传送至工作站进行MPR、CPR重建以及动态容积再现处理。图像由两组医师分别根据静态图像、静态加动态容积再现图像判断是否存在前降支心肌桥,诊断结果分别统计,并进行统计学分析。结果经冠脉造影证实的前降支心肌桥患者96例中,静态CTA图像诊断肌桥83例,静

  6. Image Based Rendering and Virtual Reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation.......The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation....

  7. Image Based Rendering and Virtual Reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation.......The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation....

  8. SeaWiFS Technical Report Series. Volume 42; Satellite Primary Productivity Data and Algorithm Development: A Science Plan for Mission to Planet Earth

    Science.gov (United States)

    Falkowski, Paul G.; Behrenfeld, Michael J.; Esaias, Wayne E.; Balch, William; Campbell, Janet W.; Iverson, Richard L.; Kiefer, Dale A.; Morel, Andre; Yoder, James A.; Hooker, Stanford B. (Editor); Firestone, Elaine R. (Editor)

    1998-01-01

    Two issues regarding primary productivity, as it pertains to the Sea-viewing Wide Field-of-view Sensor (SeaWiFS) Program and the National Aeronautics and Space Administration (NASA) Mission to Planet Earth (MTPE) are presented in this volume. Chapter 1 describes the development of a science plan for deriving primary production for the world ocean using satellite measurements, by the Ocean Primary Productivity Working Group (OPPWG). Chapter 2 presents discussions by the same group, of algorithm classification, algorithm parameterization and data availability, algorithm testing and validation, and the benefits of a consensus primary productivity algorithm.

  9. Moisture movements in render on brick wall

    DEFF Research Database (Denmark)

    Hansen, Kurt Kielsgaard; Munch, Thomas Astrup; Thorsen, Peter Schjørmann

    2003-01-01

    A three-layer render on brick wall used for building facades is studied in the laboratory. The vertical render surface is held in contact with water for 24 hours simulating driving rain while it is measured with non-destructive X-ray equipment every hour in order to follow the moisture front...... through the render and into the brick. The test specimen is placed between the source and the detector. The test specimens are all scanned before they are exposed to water. In that way the loss of counts from the dry scan to the wet scan qualitatively shows the presence of water. The results show nearly...... no penetration of water through the render and into the brick, and the results are independent of the start condition of the test specimens. Also drying experiments are performed. The results show a small difference in the rate of drying, in favour of the bricks without render....

  10. Physically based rendering from theory to implementation

    CERN Document Server

    Pharr, Matt

    2010-01-01

    "Physically Based Rendering, 2nd Edition" describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method - known as 'literate programming'- combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery. This book features new sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much more. It includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux. Code and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described.

  11. Optimization-Based Wearable Tactile Rendering.

    Science.gov (United States)

    Perez, Alvaro G; Lobo, Daniel; Chinello, Francesco; Cirio, Gabriel; Malvezzi, Monica; San Martin, Jose; Prattichizzo, Domenico; Otaduy, Miguel A

    2016-10-20

    Novel wearable tactile interfaces offer the possibility to simulate tactile interactions with virtual environments directly on our skin. But, unlike kinesthetic interfaces, for which haptic rendering is a well explored problem, they pose new questions about the formulation of the rendering problem. In this work, we propose a formulation of tactile rendering as an optimization problem, which is general for a large family of tactile interfaces. Based on an accurate simulation of contact between a finger model and the virtual environment, we pose tactile rendering as the optimization of the device configuration, such that the contact surface between the device and the actual finger matches as close as possible the contact surface in the virtual environment. We describe the optimization formulation in general terms, and we also demonstrate its implementation on a thimble-like wearable device. We validate the tactile rendering formulation by analyzing its force error, and we show that it outperforms other approaches.

  12. Real-time rendering of optical effects using spatial convolution

    Science.gov (United States)

    Rokita, Przemyslaw

    1998-03-01

    Simulation of special effects such as: defocus effect, depth-of-field effect, raindrops or water film falling on the windshield, may be very useful in visual simulators and in all computer graphics applications that need realistic images of outdoor scenery. Those effects are especially important in rendering poor visibility conditions in flight and driving simulators, but can also be applied, for example, in composing computer graphics and video sequences- -i.e. in Augmented Reality systems. This paper proposes a new approach to the rendering of those optical effects by iterative adaptive filtering using spatial convolution. The advantage of this solution is that the adaptive convolution can be done in real-time by existing hardware. Optical effects mentioned above can be introduced into the image computed using conventional camera model by applying to the intensity of each pixel the convolution filter having an appropriate point spread function. The algorithms described in this paper can be easily implemented int the visualization pipeline--the final effect may be obtained by iterative filtering using a single hardware convolution filter or with the pipeline composed of identical 3 X 3 filters placed as the stages of this pipeline. Another advantage of the proposed solution is that the extension based on proposed algorithm can be added to the existing rendering systems as a final stage of the visualization pipeline.

  13. TRIM: A finite-volume MHD algorithm for an unstructured adaptive mesh

    Energy Technology Data Exchange (ETDEWEB)

    Schnack, D.D.; Lottati, I.; Mikic, Z. [Science Applications International Corp., San Diego, CA (United States)] [and others

    1995-07-01

    The authors describe TRIM, a MHD code which uses finite volume discretization of the MHD equations on an unstructured adaptive grid of triangles in the poloidal plane. They apply it to problems related to modeling tokamak toroidal plasmas. The toroidal direction is treated by a pseudospectral method. Care was taken to center variables appropriately on the mesh and to construct a self adjoint diffusion operator for cell centered variables.

  14. PEBB Feedback Control Low Library. Volume 1: Three-Phase Inverter Control Algorithms

    Science.gov (United States)

    1999-01-01

    ship propulsion electrical loads are powered from a common set of prime movers. Presently, the current generation of PEBB-like devices include high-power, fast-switching, high-bandwidth dc-dc converters and dc-ac inverters. This report summarized the algorithms required to control a conventional three-phase inverter. First, implementation issues regarding the Sine-Triangle Pulse-Width-Modulation and Space-Vector Modulation are presented with an emphasis placed on digital realizations. Then, two current control schemes are documented via analysis, design example, and

  15. Efficient Rectangular Maximal-Volume Algorithm for Rating Elicitation in Collaborative Filtering

    KAUST Repository

    Fonarev, Alexander

    2017-02-07

    Cold start problem in Collaborative Filtering can be solved by asking new users to rate a small seed set of representative items or by asking representative users to rate a new item. The question is how to build a seed set that can give enough preference information for making good recommendations. One of the most successful approaches, called Representative Based Matrix Factorization, is based on Maxvol algorithm. Unfortunately, this approach has one important limitation - a seed set of a particular size requires a rating matrix factorization of fixed rank that should coincide with that size. This is not necessarily optimal in the general case. In the current paper, we introduce a fast algorithm for an analytical generalization of this approach that we call Rectangular Maxvol. It allows the rank of factorization to be lower than the required size of the seed set. Moreover, the paper includes the theoretical analysis of the method\\'s error, the complexity analysis of the existing methods and the comparison to the state-of-the-art approaches.

  16. Hardware Algorithms For Tile-Based Real-Time Rendering

    NARCIS (Netherlands)

    Crisu, D.

    2012-01-01

    In this dissertation, we present the GRAphics AcceLerator (GRAAL) framework for developing embedded tile-based rasterization hardware for mobile devices, meant to accelerate real-time 3-D graphics (OpenGL compliant) applications. The goal of the framework is a low-cost, low-power, high-performance

  17. Hardware Algorithms For Tile-Based Real-Time Rendering

    NARCIS (Netherlands)

    Crisu, D.

    2012-01-01

    In this dissertation, we present the GRAphics AcceLerator (GRAAL) framework for developing embedded tile-based rasterization hardware for mobile devices, meant to accelerate real-time 3-D graphics (OpenGL compliant) applications. The goal of the framework is a low-cost, low-power, high-performance d

  18. Algorithms and computer codes for atomic and molecular quantum scattering theory. Volume I

    Energy Technology Data Exchange (ETDEWEB)

    Thomas, L. (ed.)

    1979-01-01

    The goals of this workshop are to identify which of the existing computer codes for solving the coupled equations of quantum molecular scattering theory perform most efficiently on a variety of test problems, and to make tested versions of those codes available to the chemistry community through the NRCC software library. To this end, many of the most active developers and users of these codes have been invited to discuss the methods and to solve a set of test problems using the LBL computers. The first volume of this workshop report is a collection of the manuscripts of the talks that were presented at the first meeting held at the Argonne National Laboratory, Argonne, Illinois June 25-27, 1979. It is hoped that this will serve as an up-to-date reference to the most popular methods with their latest refinements and implementations.

  19. Multi-Grained Level of Detail for Rendering Complex Meshes Using a Hierarchical Seamless Texture Atlas

    Energy Technology Data Exchange (ETDEWEB)

    Niski, K; Purnomo, B; Cohen, J

    2006-11-06

    Previous algorithms for view-dependent level of detail provide local mesh refinements either at the finest granularity or at a fixed, coarse granularity. The former provides triangle-level adaptation, often at the expense of heavy CPU usage and low triangle rendering throughput; the latter improves CPU usage and rendering throughput by operating on groups of triangles. We present a new multiresolution hierarchy and associated algorithms that provide adaptive granularity. This multi-grained hierarchy allows independent control of the number of hierarchy nodes processed on the CPU and the number of triangles to be rendered on the GPU. We employ a seamless texture atlas style of geometry image as a GPU-friendly data organization, enabling efficient rendering and GPU-based stitching of patch borders. We demonstrate our approach on both large triangle meshes and terrains with up to billions of vertices.

  20. FAST CROWD RENDERING IN COMPUTER GAMES

    Directory of Open Access Journals (Sweden)

    Kaya OĞUZ

    2010-06-01

    Full Text Available Computer games, with the speed advancements of graphical processors, are coming closer to the quality of cinema industry. Contrary to offline rendering of the scenes in a motion picture, computer games should be able to render at 30 frames per second. Therefore, CPU and memory performance are sought by using various techniques. This paper is about using instancing feature of contemporary graphical processors along with level of detail techniques which has been in use for a very long time. Using instancing, 15,000 instances were successfully rendered at 30 frames per second using a very low %10 CPU usage. The application can render 40,000 instances at 13 frames per second.

  1. ARC Code TI: SLAB Spatial Audio Renderer

    Data.gov (United States)

    National Aeronautics and Space Administration — SLAB is a software-based, real-time virtual acoustic environment rendering system being developed as a tool for the study of spatial hearing. SLAB is designed to...

  2. Layered Textures for Image-Based Rendering

    Institute of Scientific and Technical Information of China (English)

    en-Cheng Wang; ui-Yu Li; in Zheng; n-Hua Wu

    2004-01-01

    An extension to texture mapping is given in this paper for improving the efficiency of image-based rendering. For a depth image with an orthogonal displacement at each pixel, it is decomposed by the displacement into a series of layered textures (LTs) with each one having the same displacement for all its texels. Meanwhile,some texels of the layered textures are interpolated for obtaining a continuous 3D approximation of the model represented in the depth image. Thus, the plane-to-plane texture mapping can be used to map these layered textures to produce novel views and the advantages can be obtained as follows: accelerating the rendering speed,supporting the 3D surface details and view motion parallax, and avoiding the expensive task of hole-filling in the rendering stage. Experimental results show the new method can produce high-quality images and run faster than many famous image-based rendering techniques.

  3. Elliptical Splats Based Isosurface Visualization for Volume Data

    Institute of Scientific and Technical Information of China (English)

    QIN Hong-xing; SHI Feng; GUO Lü; YANG Jie

    2008-01-01

    Elliptical splats are used to represent and render the isosurface of volume data. The method consists of two steps. The first step is to extract points on the isosurface by looking up the case table. In the second step, properties of splats are computed based on local geometry. Rendering is achieved using surface splatting algorithm. The obtained results show that the extraction time of isosurfaces can be reduced by a factor of three. So our approach is more appropriate for interactive visualization of large medical data than the classical marching cubes (MC) technique.

  4. Flow Visualization Techniques for CDF using Volume Rendering

    Energy Technology Data Exchange (ETDEWEB)

    Crawfis, R.A.; Shen, H-W.; Max, N.

    2000-07-10

    As simulations have migrated towards three-dimensions, new tools for examining the resulting complex datasets have been required. Much progress has been achieved in the area of scientific visualization towards this goal. However, most of the research has focused on the representation and understanding of a single scalar field. Some nice results have been achieved for vector or flow fields. This paper reviews several of these techniques, organizes them by their approach and complexity and presents some observations on their benefits and limitations. Several example images are used to highlight the character of these techniques.

  5. Multi-detector row computed tomography of the heart: does a multi-segment reconstruction algorithm improve left ventricular volume measurements?

    Energy Technology Data Exchange (ETDEWEB)

    Juergens, Kai Uwe; Maintz, David; Heimes, Britta; Fallenberg, Eva Maria; Heindel, Walter; Fischbach, Roman [University of Muenster, Department of Clinical Radiology, Muenster (Germany); Grude, Matthias [University of Muenster, Department of Cardiology and Angiology, Muenster (Germany); Boese, Jan M. [Siemens Medical Solutions, Forchheim (Germany)

    2005-01-01

    A multi-segment cardiac image reconstruction algorithm in multi-detector row computed tomography (MDCT) was evaluated regarding temporal resolution and determination of left ventricular (LV) volumes and global LV function. MDCT and cine magnetic resonance (CMR) imaging were performed in 12 patients with known or suspected coronary artery disease. Patients gave informed written consent for the MDCT and the CMR exam. MDCT data were reconstructed using the standard adaptive cardiac volume (ACV) algorithm as well as a multi-segment algorithm utilizing data from three, five and seven rotations. LV end-diastolic (LV-EDV) and end-systolic volumes and ejection fraction (LV-EF) were determined from short-axis image reformations and compared to CMR data. Mean temporal resolution achieved was 192{+-}24 ms using the ACV algorithm and improved significantly utilizing the three, five and seven data segments to 139{+-}12, 113{+-}13 and 96{+-}11 ms (P<0.001 for each). Mean LV-EDV was without significant differences using the ACV algorithm, the multi-segment approach and CMR imaging. Despite improved temporal resolution with multi-segment image reconstruction, end-systolic volumes were less accurately measured (mean differences 3.9{+-}11.8 ml to 8.1{+-}13.9 ml), resulting in a consistent underestimation of LV-EF by 2.3-5.4% in comparison to CMR imaging (Bland-Altman analysis). Multi-segment image reconstruction improves temporal resolution compared to the standard ACV algorithm, but this does not result in a benefit for determination of LV volume and function. (orig.)

  6. Capturing, processing, and rendering real-world scenes

    Science.gov (United States)

    Nyland, Lars S.; Lastra, Anselmo A.; McAllister, David K.; Popescu, Voicu; McCue, Chris; Fuchs, Henry

    2000-12-01

    While photographs vividly capture a scene from a single viewpoint, it is our goal to capture a scene in such a way that a viewer can freely move to any viewpoint, just as he or she would in an actual scene. We have built a prototype system to quickly digitize a scene using a laser rangefinder and a high-resolution digital camera that accurately captures a panorama of high-resolution range and color information. With real-world scenes, we have provided data to fuel research in many area, including representation, registration, data fusion, polygonization, rendering, simplification, and reillumination. The real-world scene data can be used for many purposes, including immersive environments, immersive training, re-engineering and engineering verification, renovation, crime-scene and accident capture and reconstruction, archaeology and historic preservation, sports and entertainment, surveillance, remote tourism and remote sales. We will describe our acquisition system, the necessary processing to merge data from the multiple input devices and positions. We will also describe high quality rendering using the data we have collected. Issues about specific rendering accelerators and algorithms will also be presented. We will conclude by describing future uses and methods of collection for real- world scene data.

  7. The diagnostic contribution of CT volumetric rendering techniques in routine practice

    OpenAIRE

    Perandini Simone; Faccioli N; Zaccarella A; Re T; Mucelli R

    2010-01-01

    Computed tomography (CT) volumetric rendering techniques such as maximum intensity projection (MIP), minimum intensity projection (MinIP), shaded surface display (SSD), volume rendering (VR), and virtual endoscopy (VE) provide added diagnostic capabilities. The diagnostic value of such reconstruction techniques is well documented in literature. These techniques permit the exploration of fine anatomical detail that would be difficult to evaluate using axial reconstructions alone. Although thes...

  8. 3-D wavelet compression and progressive inverse wavelet synthesis rendering of concentric mosaic.

    Science.gov (United States)

    Luo, Lin; Wu, Yunnan; Li, Jin; Zhang, Ya-Qin

    2002-01-01

    Using an array of photo shots, the concentric mosaic offers a quick way to capture and model a realistic three-dimensional (3-D) environment. We compress the concentric mosaic image array with a 3-D wavelet transform and coding scheme. Our compression algorithm and bitstream syntax are designed to ensure that a local view rendering of the environment requires only a partial bitstream, thereby eliminating the need to decompress the entire compressed bitstream before rendering. By exploiting the ladder-like structure of the wavelet lifting scheme, the progressive inverse wavelet synthesis (PIWS) algorithm is proposed to maximally reduce the computational cost of selective data accesses on such wavelet compressed datasets. Experimental results show that the 3-D wavelet coder achieves high-compression performance. With the PIWS algorithm, a 3-D environment can be rendered in real time from a compressed dataset.

  9. Rendering and Compositing Infrastructure Improvements to VisIt for Insitu Rendering

    Energy Technology Data Exchange (ETDEWEB)

    Loring, Burlen [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Ruebel, Oliver [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States)

    2016-01-28

    Compared to posthoc rendering, insitu rendering often generates larger numbers of images, as a result rendering performance and scalability are critical in the insitu setting. In this work we present improvements to VisIt's rendering and compositing infrastructure that deliver increased performance and scalability in both posthoc and insitu settings. We added the capability for alpha blend compositing and use it with ordered compositing when datasets have disjoint block domain decomposition to optimize the rendering of transparent geometry. We also made improvements that increase overall efficiency by reducing communication and data movement and have addressed a number of performance issues. We structured our code to take advantage of SIMD parallelization and use threads to overlap communication and compositing. We tested our improvements on a 20 core workstation using 8 cores to render geometry generated from a $256^3$ cosmology dataset and on a Cray XC31 using 512 cores to render geometry generated from a $2000^2 \\times 800$ plasma dataset. Our results show that ordered compositing provides a speed up of up to $4 \\times$ over the current sort first strategy. The other improvements resulted in modest speed up with one notable exception where we achieve up to $40 \\times$ speed up of rendering and compositing of opaque geometry when both opaque and transparent geometry are rendered together. We also investigated the use of depth peeling, but found that the implementation provided by VTK is substantially slower,both with and without GPU acceleration, than a local camera order sort.

  10. Brain Image Representation and Rendering: A Survey

    Directory of Open Access Journals (Sweden)

    Mudassar Raza

    2012-09-01

    Full Text Available Brain image representation and rendering processes are basically used for evaluation, development and investigation consent experimental examination and formation of brain images of a variety of modalities that includes the major brain types like MEG, EEG, PET, MRI, CT or microscopy. So, there is a need to conduct a study to review the existing work in this area. This paper provides a review of different existing techniques and methods regarding the brain image representation and rendering. Image Rendering is the method of generating an image by means of a model, through computer programs. The basic purpose of brain image representation and rendering processes is to analyze the brain images precisely in order to effectively diagnose and examine the diseases and problems. The basic objective of this study is to evaluate and discuss different techniques and approaches proposed in order to handle different brain imaging types. The paper provides a short overview of different methods, in the form of advantages and limitations, presented in the prospect of brain image representation and rendering along with their sub categories proposed by different authors.

  11. Equalizer: a scalable parallel rendering framework.

    Science.gov (United States)

    Eilemann, Stefan; Makhinya, Maxim; Pajarola, Renato

    2009-01-01

    Continuing improvements in CPU and GPU performances as well as increasing multi-core processor and cluster-based parallelism demand for flexible and scalable parallel rendering solutions that can exploit multipipe hardware accelerated graphics. In fact, to achieve interactive visualization, scalable rendering systems are essential to cope with the rapid growth of data sets. However, parallel rendering systems are non-trivial to develop and often only application specific implementations have been proposed. The task of developing a scalable parallel rendering framework is even more difficult if it should be generic to support various types of data and visualization applications, and at the same time work efficiently on a cluster with distributed graphics cards. In this paper we introduce a novel system called Equalizer, a toolkit for scalable parallel rendering based on OpenGL which provides an application programming interface (API) to develop scalable graphics applications for a wide range of systems ranging from large distributed visualization clusters and multi-processor multipipe graphics systems to single-processor single-pipe desktop machines. We describe the system architecture, the basic API, discuss its advantages over previous approaches, present example configurations and usage scenarios as well as scalability results.

  12. Standardized rendering from IR surveillance motion imagery

    Science.gov (United States)

    Prokoski, F. J.

    2014-06-01

    Government agencies, including defense and law enforcement, increasingly make use of video from surveillance systems and camera phones owned by non-government entities.Making advanced and standardized motion imaging technology available to private and commercial users at cost-effective prices would benefit all parties. In particular, incorporating thermal infrared into commercial surveillance systems offers substantial benefits beyond night vision capability. Face rendering is a process to facilitate exploitation of thermal infrared surveillance imagery from the general area of a crime scene, to assist investigations with and without cooperating eyewitnesses. Face rendering automatically generates greyscale representations similar to police artist sketches for faces in surveillance imagery collected from proximate locations and times to a crime under investigation. Near-realtime generation of face renderings can provide law enforcement with an investigation tool to assess witness memory and credibility, and integrate reports from multiple eyewitnesses, Renderings can be quickly disseminated through social media to warn of a person who may pose an immediate threat, and to solicit the public's help in identifying possible suspects and witnesses. Renderings are pose-standardized so as to not divulge the presence and location of eyewitnesses and surveillance cameras. Incorporation of thermal infrared imaging into commercial surveillance systems will significantly improve system performance, and reduce manual review times, at an incremental cost that will continue to decrease. Benefits to criminal justice would include improved reliability of eyewitness testimony and improved accuracy of distinguishing among minority groups in eyewitness and surveillance identifications.

  13. Efficient Unbiased Rendering using Enlightened Local Path Sampling

    DEFF Research Database (Denmark)

    Kristensen, Anders Wang

    . The downside to using these algorithms is that they can be slow to converge. Due to the nature of Monte Carlo methods, the results are random variables subject to variance. This manifests itself as noise in the images, which can only be reduced by generating more samples. The reason these methods are slow...... is because of a lack of eeffective methods of importance sampling. Most global illumination algorithms are based on local path sampling, which is essentially a recipe for constructing random walks. Using this procedure paths are built based on information given explicitly as part of scene description......, such as the location of the light sources or cameras, or the re flection models at each point. In this work we explore new methods of importance sampling paths. Our idea is to analyze the scene before rendering and compute various statistics that we use to improve importance sampling. The first of these are adjoint...

  14. Adaptive Rendering Based on Visual Acuity Equations

    Institute of Scientific and Technical Information of China (English)

    2001-01-01

    A new method of adaptable rendering for interaction in Virtual Environment(VE) through different visual acuity equations is proposed. An acuity factor equation of luminance vision is first given. Secondly, five equations which calculate the visual acuity through visual acuity factors are presented, and adaptive rendering strategy based on different visual acuity equations is given. The VE system may select one of them on the basis of the host's load, hereby select LOD for each model which would be rendered. A coarser LOD is selected where the visual acuity is lower, and a better LOD is used where it is higher. This method is tested through experiments and the experimental results show that it is effective.

  15. Rendering Falling Leaves on Graphics Hardware

    Directory of Open Access Journals (Sweden)

    Marcos Balsa

    2008-04-01

    Full Text Available There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount of detail to be represented. Moreover, the interactions between the objects (grass, leaves and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.

  16. Hesse Rendering for Computer Aided Visualization and Analysis (CAVA) of Anomalies in Chest CT and Breast MRI

    NARCIS (Netherlands)

    Wiemker, R.; Dharaiya, E.D.; Buelow, T.

    2011-01-01

    As a complement to maximum intensity projection (MIP) and direct volume rendering of the Hounsfield densities, a Hesse rendering can show the local curvature of structures rather than the densities. Color coding of the local curvatures, or simply of the eigenvalues of the local second derivatives,

  17. Blender cycles lighting and rendering cookbook

    CERN Document Server

    Iraci, Bernardo

    2013-01-01

    An in-depth guide full of step-by-step recipes to explore the concepts behind the usage of Cycles. Packed with illustrations, and lots of tips and tricks; the easy-to-understand nature of the book will help the reader understand even the most complex concepts with ease.If you are a digital artist who already knows your way around Blender, and you want to learn about the new Cycles' rendering engine, this is the book for you. Even experts will be able to pick up new tips and tricks to make the most of the rendering capabilities of Cycles.

  18. GPU Pro 5 advanced rendering techniques

    CERN Document Server

    Engel, Wolfgang

    2014-01-01

    In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light

  19. Digital color acquisition, perception, coding and rendering

    CERN Document Server

    Fernandez-Maloigne, Christine; Macaire, Ludovic

    2013-01-01

    In this book the authors identify the basic concepts and recent advances in the acquisition, perception, coding and rendering of color. The fundamental aspects related to the science of colorimetry in relation to physiology (the human visual system) are addressed, as are constancy and color appearance. It also addresses the more technical aspects related to sensors and the color management screen. Particular attention is paid to the notion of color rendering in computer graphics. Beyond color, the authors also look at coding, compression, protection and quality of color images and videos.

  20. Haptic rendering for simulation of fine manipulation

    CERN Document Server

    Wang, Dangxiao; Zhang, Yuru

    2014-01-01

    This book introduces the latest progress in six degrees of freedom (6-DoF) haptic rendering with the focus on a new approach for simulating force/torque feedback in performing tasks that require dexterous manipulation skills. One of the major challenges in 6-DoF haptic rendering is to resolve the conflict between high speed and high fidelity requirements, especially in simulating a tool interacting with both rigid and deformable objects in a narrow space and with fine features. The book presents a configuration-based optimization approach to tackle this challenge. Addressing a key issue in man

  1. Clouds and the Earth's Radiant Energy System (CERES) algorithm theoretical basis document. Volume 1; Overviews (subsystem 0)

    Science.gov (United States)

    Wielicki, Bruce A. (Principal Investigator); Barkstrom, Bruce R. (Principal Investigator); Baum, Bryan A.; Cess, Robert D.; Charlock, Thomas P.; Coakley, James A.; Green, Richard N.; Lee, Robert B., III; Minnis, Patrick; Smith, G. Louis

    1995-01-01

    The theoretical bases for the Release 1 algorithms that will be used to process satellite data for investigation of the Clouds and the Earth's Radiant Energy System (CERES) are described. The architecture for software implementation of the methodologies is outlined. Volume 1 provides both summarized and detailed overviews of the CERES Release 1 data analysis system. CERES will produce global top-of-the-atmosphere shortwave and longwave radiative fluxes at the top of the atmosphere, at the surface, and within the atmosphere by using the combination of a large variety of measurements and models. The CERES processing system includes radiance observations from CERES scanning radiometers, cloud properties derived from coincident satellite imaging radiometers, temperature and humidity fields from meteorological analysis models, and high-temporal-resolution geostationary satellite radiances to account for unobserved times. CERES will provide a continuation of the ERBE record and the lowest error climatology of consistent cloud properties and radiation fields. CERES will also substantially improve our knowledge of the Earth's surface radiation budget.

  2. Wang--Landau algorithm for entropic sampling of arch-based microstates in the volume ensemble of static granular packings

    Directory of Open Access Journals (Sweden)

    D. Slobinsky

    2015-03-01

    Full Text Available We implement the Wang-Landau algorithm to sample with equal probabilities the static configurations of a model granular system. The "non-interacting rigid arch model" used is based on the description of static configurations by means of splitting the assembly of grains into sets of stable arches. This technique allows us to build the entropy as a function of the volume of the packing for large systems. We make a special note of the details that have to be considered when defining the microstates and proposing the moves for the correct sampling in these unusual models. We compare our results with previous exact calculations of the model made at moderate system sizes. The technique opens a new opportunity to calculate the entropy of more complex granular models. Received: 19 January 2015, Accepted: 25 February 2015; Reviewed by: M. Pica Ciamarra, Nanyang Technological University, Singapore; Edited by: C. S. O'Hern; DOI: http://dx.doi.org/10.4279/PIP.070001 Cite as: D Slobinsky, L A Pugnaloni, Papers in Physics 7, 070001 (2015

  3. Finite-volume versus streaming-based lattice Boltzmann algorithm for fluid-dynamics simulations: A one-to-one accuracy and performance study.

    Science.gov (United States)

    Shrestha, Kalyan; Mompean, Gilmar; Calzavarini, Enrico

    2016-02-01

    A finite-volume (FV) discretization method for the lattice Boltzmann (LB) equation, which combines high accuracy with limited computational cost is presented. In order to assess the performance of the FV method we carry out a systematic comparison, focused on accuracy and computational performances, with the standard streaming lattice Boltzmann equation algorithm. In particular we aim at clarifying whether and in which conditions the proposed algorithm, and more generally any FV algorithm, can be taken as the method of choice in fluid-dynamics LB simulations. For this reason the comparative analysis is further extended to the case of realistic flows, in particular thermally driven flows in turbulent conditions. We report the successful simulation of high-Rayleigh number convective flow performed by a lattice Boltzmann FV-based algorithm with wall grid refinement.

  4. Rendering Visible: Painting and Sexuate Subjectivity

    Science.gov (United States)

    Daley, Linda

    2015-01-01

    In this essay, I examine Luce Irigaray's aesthetic of sexual difference, which she develops by extrapolating from Paul Klee's idea that the role of painting is to render the non-visible rather than represent the visible. This idea is the premise of her analyses of phenomenology and psychoanalysis and their respective contributions to understanding…

  5. ProteinShader: illustrative rendering of macromolecules

    Directory of Open Access Journals (Sweden)

    Weber Joseph R

    2009-03-01

    Full Text Available Abstract Background Cartoon-style illustrative renderings of proteins can help clarify structural features that are obscured by space filling or balls and sticks style models, and recent advances in programmable graphics cards offer many new opportunities for improving illustrative renderings. Results The ProteinShader program, a new tool for macromolecular visualization, uses information from Protein Data Bank files to produce illustrative renderings of proteins that approximate what an artist might create by hand using pen and ink. A combination of Hermite and spherical linear interpolation is used to draw smooth, gradually rotating three-dimensional tubes and ribbons with a repeating pattern of texture coordinates, which allows the application of texture mapping, real-time halftoning, and smooth edge lines. This free platform-independent open-source program is written primarily in Java, but also makes extensive use of the OpenGL Shading Language to modify the graphics pipeline. Conclusion By programming to the graphics processor unit, ProteinShader is able to produce high quality images and illustrative rendering effects in real-time. The main feature that distinguishes ProteinShader from other free molecular visualization tools is its use of texture mapping techniques that allow two-dimensional images to be mapped onto the curved three-dimensional surfaces of ribbons and tubes with minimum distortion of the images.

  6. Rendering Visible: Painting and Sexuate Subjectivity

    Science.gov (United States)

    Daley, Linda

    2015-01-01

    In this essay, I examine Luce Irigaray's aesthetic of sexual difference, which she develops by extrapolating from Paul Klee's idea that the role of painting is to render the non-visible rather than represent the visible. This idea is the premise of her analyses of phenomenology and psychoanalysis and their respective contributions to understanding…

  7. A point-based rendering approach for real-time interaction on mobile devices

    Institute of Scientific and Technical Information of China (English)

    LIANG XiaoHui; ZHAO QinPing; HE ZhiYing; XIE Ke; LIU YuBo

    2009-01-01

    Mobile device is an Important interactive platform. Due to the limitation of computation, memory, display area and energy, how to realize the efficient and real-time interaction of 3D models based on mobile devices is an important research topic. Considering features of mobile devices, this paper adopts remote rendering mode and point models, and then, proposes a transmission and rendering approach that could interact in real time. First, improved simplification algorithm based on MLS and display resolution of mobile devices is proposed. Then, a hierarchy selection of point models and a QoS transmission control strategy are given based on interest area of operator, interest degree of object in the virtual environment and rendering error. They can save the energy consumption. Finally, the rendering and interaction of point models are completed on mobile devices. The experiments show that our method is efficient.

  8. Hybrid Rendering Architecture for Realtime and Photorealistic Simulation of Robot-Assisted Surgery.

    Science.gov (United States)

    Müller, Sebastijan; Bihlmaier, Andreas; Irgenfried, Stephan; Wörn, Heinz

    2016-01-01

    In this paper we present a method for combining realtime and non-realtime (photorealistic) rendering with open source software. Realtime rendering provides sufficient realism and is a good choice for most simulation and regression testing purposes in robot-assisted surgery. However, for proper end-to-end testing of the system, some computer vision algorithms require high fidelity images that capture more minute details of the real scene. One of the central practical obstacles to combining both worlds in a uniform way is creating models that are suitable for both kinds of rendering paradigms. We build a modeling pipeline using open source tools that builds on established, open standards for data exchange. The result is demonstrated through a unified model of the medical OpenHELP phantom used in the Gazebo robotics simulator, which can at the same time be rendered with more visual fidelity in the Cycles raytracer.

  9. An investigation of Newton-Krylov algorithms for solving incompressible and low Mach number compressible fluid flow and heat transfer problems using finite volume discretization

    Energy Technology Data Exchange (ETDEWEB)

    McHugh, P.R.

    1995-10-01

    Fully coupled, Newton-Krylov algorithms are investigated for solving strongly coupled, nonlinear systems of partial differential equations arising in the field of computational fluid dynamics. Primitive variable forms of the steady incompressible and compressible Navier-Stokes and energy equations that describe the flow of a laminar Newtonian fluid in two-dimensions are specifically considered. Numerical solutions are obtained by first integrating over discrete finite volumes that compose the computational mesh. The resulting system of nonlinear algebraic equations are linearized using Newton`s method. Preconditioned Krylov subspace based iterative algorithms then solve these linear systems on each Newton iteration. Selected Krylov algorithms include the Arnoldi-based Generalized Minimal RESidual (GMRES) algorithm, and the Lanczos-based Conjugate Gradients Squared (CGS), Bi-CGSTAB, and Transpose-Free Quasi-Minimal Residual (TFQMR) algorithms. Both Incomplete Lower-Upper (ILU) factorization and domain-based additive and multiplicative Schwarz preconditioning strategies are studied. Numerical techniques such as mesh sequencing, adaptive damping, pseudo-transient relaxation, and parameter continuation are used to improve the solution efficiency, while algorithm implementation is simplified using a numerical Jacobian evaluation. The capabilities of standard Newton-Krylov algorithms are demonstrated via solutions to both incompressible and compressible flow problems. Incompressible flow problems include natural convection in an enclosed cavity, and mixed/forced convection past a backward facing step.

  10. Ambient Occlusion Effects for Combined Volumes and Tubular Geometry

    KAUST Repository

    Schott, M.

    2013-06-01

    This paper details a method for interactive direct volume rendering that computes ambient occlusion effects for visualizations that combine both volumetric and geometric primitives, specifically tube-shaped geometric objects representing streamlines, magnetic field lines or DTI fiber tracts. The algorithm extends the recently presented the directional occlusion shading model to allow the rendering of those geometric shapes in combination with a context providing 3D volume, considering mutual occlusion between structures represented by a volume or geometry. Stream tube geometries are computed using an effective spline-based interpolation and approximation scheme that avoids self-intersection and maintains coherent orientation of the stream tube segments to avoid surface deforming twists. Furthermore, strategies to reduce the geometric and specular aliasing of the stream tubes are discussed.

  11. Dual-source CT with multiplanar reconstruction and volume rendering three-dimensional reconstruction in the evaluation of rib fractures%双源CT结合多平面重建与容积再现三维重建技术评价肋骨骨折

    Institute of Scientific and Technical Information of China (English)

    钱斌; 邹新农; 姚选军; 陶广宇; 王凯; 陈宏伟

    2011-01-01

    背景:依靠胸部摄片诊断肋骨骨折常导致误诊和漏诊.目的:分析双源CT 结合三维重建技术在肋骨骨折中的应用价值.方法:使用双源CT 对65 例肋骨骨折患者进行薄层扫描,将数据发送至工作站行多平面重建、容积再现技术,得到肋骨骨折高清晰度的三维图像后,从不同角度观察骨折线走行、骨折移位及成角情况.结果与结论:双源CT 结合三维重建图像清晰显示65 例患者286 根骨折,其中52 例保守治疗,其余13 例行切开复位、内固定治疗.制定手术方案时均参考了三维重建图像,所显示的骨折部位、移位、成角等情况与术中所见一致.提示双源CT 能明确诊断肋骨骨折,多平面重建和容积再现技术互相补充对诊断肋骨骨折及指导治疗方案有明显的优势.%BACKGROUND: Diagnosis of rib fractures relying on the chest radiograph diagnosis often leads to misdiagnos is. OBJECTIVE: To investigate the application of dual-source CT with three-dimensional reconstruction in rib fractures. METHODS: Sixty-five patients with rib fractures were scanned with dual-source CT. The data were sent to the workstation line of multi-planar reconstruction using volume rendering technique, to obtain high-resolution three-dimersion al images of rib fractures, and to observe the fracture line courses, fracture displacement and angulation of the situation from different angles. RESULTS AND CONCLUSION: The combination of dual-source CT and three-dimensional reconstruction images clearly showed 286 fractures in 65 patients, including 52 cases of consenrvative treatment, and the remaining 13 cases of surgery. The surgery programs in all patients were developed with reference to three- dimensional reoonstruction images showing the fracture position, displacement, angulation. Etc., consistent with the intraoperative findings. Dual-source CT can confirm the diagnose of rib fractures, and multi-planar reconstruction and volume

  12. Assessment of dedicated low-dose cardiac micro-CT reconstruction algorithms using the left ventricular volume of small rodents as a performance measure

    Energy Technology Data Exchange (ETDEWEB)

    Maier, Joscha, E-mail: joscha.maier@dkfz.de [Medical Physics in Radiology, German Cancer Research Center (DKFZ), Im Neuenheimer Feld 280, 69120 Heidelberg (Germany); Sawall, Stefan; Kachelrieß, Marc [Medical Physics in Radiology, German Cancer Research Center (DKFZ), Im Neuenheimer Feld 280, 69120 Heidelberg, Germany and Institute of Medical Physics, University of Erlangen–Nürnberg, 91052 Erlangen (Germany)

    2014-05-15

    Purpose: Phase-correlated microcomputed tomography (micro-CT) imaging plays an important role in the assessment of mouse models of cardiovascular diseases and the determination of functional parameters as the left ventricular volume. As the current gold standard, the phase-correlated Feldkamp reconstruction (PCF), shows poor performance in case of low dose scans, more sophisticated reconstruction algorithms have been proposed to enable low-dose imaging. In this study, the authors focus on the McKinnon-Bates (MKB) algorithm, the low dose phase-correlated (LDPC) reconstruction, and the high-dimensional total variation minimization reconstruction (HDTV) and investigate their potential to accurately determine the left ventricular volume at different dose levels from 50 to 500 mGy. The results were verified in phantom studies of a five-dimensional (5D) mathematical mouse phantom. Methods: Micro-CT data of eight mice, each administered with an x-ray dose of 500 mGy, were acquired, retrospectively gated for cardiac and respiratory motion and reconstructed using PCF, MKB, LDPC, and HDTV. Dose levels down to 50 mGy were simulated by using only a fraction of the projections. Contrast-to-noise ratio (CNR) was evaluated as a measure of image quality. Left ventricular volume was determined using different segmentation algorithms (Otsu, level sets, region growing). Forward projections of the 5D mouse phantom were performed to simulate a micro-CT scan. The simulated data were processed the same way as the real mouse data sets. Results: Compared to the conventional PCF reconstruction, the MKB, LDPC, and HDTV algorithm yield images of increased quality in terms of CNR. While the MKB reconstruction only provides small improvements, a significant increase of the CNR is observed in LDPC and HDTV reconstructions. The phantom studies demonstrate that left ventricular volumes can be determined accurately at 500 mGy. For lower dose levels which were simulated for real mouse data sets, the

  13. Perm Web: remote parallel and distributed volume visualization

    Energy Technology Data Exchange (ETDEWEB)

    Wittenbrink, C.M.; Kim, K.; Story, J.; Pang, A.; Hollerbach, K.; Max, N.

    1997-01-01

    In this paper we present a system for visualizing volume data from remote supercomputers (PermWeb). We have developed both parallel volume rendering algorithms, and the World Wide Web software for accessing the data at the remote sites. The implementation uses Hypertext Markup Language (HTML), Java, and Common Gateway Interface (CGI) scripts to connect World Wide Web (WWW) servers/clients to our volume renderers. The front ends are interactive Java classes for specification of view, shading, and classification inputs. We present performance results, and implementation details for connections to our computing resources at the University of California Santa Cruz including a MasPar MP-2, SGI Reality Engine-RE2, and SGI Challenge machines. We apply the system to the task of visualizing trabecular bone from finite element simulations. Fast volume rendering on remote compute servers through a web interface allows us to increase the accessibility of the results to more users. User interface issues, overviews of parallel algorithm developments, and overall system interfaces and protocols are presented. Access is available through Uniform Resource Locator (URL) http://www.cse.ucsc.edu/research/slvg/. 26 refs., 7 figs.

  14. RAY TRACING RENDER MENGGUNAKAN FRAGMENT ANTI ALIASING

    Directory of Open Access Journals (Sweden)

    Febriliyan Samopa

    2008-07-01

    Full Text Available Normal 0 false false false IN X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Rendering is generating surface and three-dimensional effects on an object displayed on a monitor screen. Ray tracing as a rendering method that traces ray for each image pixel has a drawback, that is, aliasing (jaggies effect. There are some methods for executing anti aliasing. One of those methods is OGSS (Ordered Grid Super Sampling. OGSS is able to perform aliasing well. However, this method requires more computation time since sampling of all pixels in the image will be increased. Fragment Anti Aliasing (FAA is a new alternative method that can cope with the drawback. FAA will check the image when performing rendering to a scene. Jaggies effect is only happened at curve and gradient object. Therefore, only this part of object that will experience sampling magnification. After this sampling magnification and the pixel values are computed, then downsample is performed to retrieve the original pixel values. Experimental results show that the software can implement ray tracing well in order to form images, and it can implement FAA and OGSS technique to perform anti aliasing. In general, rendering using FAA is faster than using OGSS

  15. Measurement of left ventricular chamber and myocardial volume in hypertrophic cardiomyopathy patients by ECG-gated myocardial perfusion SPECT. Application of a newly developed edge-detection algorithm

    Energy Technology Data Exchange (ETDEWEB)

    Nishimura, Yoshihiro; Katafuchi, Tetsuro; Hirase, Yoshinori; Sagoh, Masayoshi; Oka, Hisashi [National Cardiovascular Center, Suita, Osaka (Japan); Mori, Hideaki [Siemens-Asahi Medical Technologies, Ltd., Tokyo (Japan); Murase, Kenya [Osaka Univ., Suita (Japan). Medical School

    2002-12-01

    Quantitative gated SPECT (QGS) software has been reported to demonstrate inaccurate edge detection in the left ventricular chamber in hypertrophic cardiomyopathy patients. In this study we developed a method to calculate left ventricular volume (LVV) and left myocardial volume (LMV) from gated SPECT data using a newly developed edge-detection algorithm, and we compared it with the QGS method of calculating LVV and LMV in a phantom study. Our method gave more accurate measurements LVV and LMV whereas the QGS method underestimated LMV. Compared with QGS LVV and LMV, our method yielded better results in the phantom study. (author)

  16. Three-dimensional rendering of segmented object using matlab - biomed 2010.

    Science.gov (United States)

    Anderson, Jeffrey R; Barrett, Steven F

    2010-01-01

    The three-dimensional rendering of microscopic objects is a difficult and challenging task that often requires specialized image processing techniques. Previous work has been described of a semi-automatic segmentation process of fluorescently stained neurons collected as a sequence of slice images with a confocal laser scanning microscope. Once properly segmented, each individual object can be rendered and studied as a three-dimensional virtual object. This paper describes the work associated with the design and development of Matlab files to create three-dimensional images from the segmented object data previously mentioned. Part of the motivation for this work is to integrate both the segmentation and rendering processes into one software application, providing a seamless transition from the segmentation tasks to the rendering and visualization tasks. Previously these tasks were accomplished on two different computer systems, windows and Linux. This transition basically limits the usefulness of the segmentation and rendering applications to those who have both computer systems readily available. The focus of this work is to create custom Matlab image processing algorithms for object rendering and visualization, and merge these capabilities to the Matlab files that were developed especially for the image segmentation task. The completed Matlab application will contain both the segmentation and rendering processes in a single graphical user interface, or GUI. This process for rendering three-dimensional images in Matlab requires that a sequence of two-dimensional binary images, representing a cross-sectional slice of the object, be reassembled in a 3D space, and covered with a surface. Additional segmented objects can be rendered in the same 3D space. The surface properties of each object can be varied by the user to aid in the study and analysis of the objects. This inter-active process becomes a powerful visual tool to study and understand microscopic objects.

  17. Informatics in radiology: Hesse rendering for computer-aided visualization and analysis of anomalies at chest CT and breast MR imaging.

    Science.gov (United States)

    Wiemker, Rafael; Dharaiya, Ekta D; Bülow, Thomas

    2012-01-01

    A volume-rendering (VR) technique known as Hesse rendering applies image-enhancement filters to three-dimensional imaging volumes and depicts the filter responses in a color-coded fashion. Unlike direct VR, which makes use of intensities, Hesse rendering operates on the basis of shape properties, such that nodular structures in the resulting renderings have different colors than do tubular structures and thus are easily visualized. The renderings are mouse-click sensitive and can be used to navigate to locations of possible anomalies in the original images. Hesse rendering is meant to complement rather than replace conventional section-by-section viewing or VR. Although it is a pure visualization technique that involves no internal segmentation or explicit object detection, Hesse rendering, like computer-aided detection, may be effective for quickly calling attention to points of interest in large stacks of images and for helping radiologists to avoid oversights.

  18. Anti-Aliased Rendering of Water Surface

    Institute of Scientific and Technical Information of China (English)

    Xue-Ying Qin; Eihachiro Nakamae; Wei Hua; Yasuo Nagai; Qun-Sheng Peng

    2004-01-01

    Water surface is one of the most important components of landscape scenes. When rendering spacious far from the viewpoint. This is because water surface consists of stochastic water waves which are usually modeled by periodic bump mapping. The incident rays on the water surface are actually scattered by the bumped waves,pattern, we estimate this solid angle of reflected rays and trace these rays. An image-based accelerating method is adopted so that the contribution of each reflected ray can be quickly obtained without elaborate intersection calculation. We also demonstrate anti-aliased shadows of sunlight and skylight on the water surface. Both the rendered images and animations show excellent effects on the water surface of a reservoir.

  19. Using Opaque Image Blur for Real-Time Depth-of-Field Rendering

    DEFF Research Database (Denmark)

    Kraus, Martin

    2011-01-01

    the opacity of all pixels to avoid artifacts at the cost of physically less accurate but still plausible rendering results. The proposed filter is named “opaque image blur” and is based on a glow filter that is applied to the alpha channel. We present a highly efficient GPU-based pyramid algorithm...

  20. Compression, Modeling, and Real-Time Rendering of Realistic Materials and Objects

    OpenAIRE

    Menzel, Nicolas

    2012-01-01

    The realism of a scene basically depends on the quality of the geometry, the illumination and the materials that are used. Whereas many sources for the creation of three-dimensional geometry exist and numerous algorithms for the approximation of global illumination were presented, the acquisition and rendering of realistic materials remains a challenging problem. Realistic materials are very important in computer graphics, because...

  1. Non-Photorealistic Rendering in Chinese Painting of Animals

    Institute of Scientific and Technical Information of China (English)

    2002-01-01

    A set of algorithms is proposed in this paper to automatically transform 3D animal models to Chinese painting style. Inspired by real painting process in Chinese painting of animals, we divide the whole rendering process into two parts: borderline stroke making and interior shading. In borderline stroke making process we first find 3D model silhouettes in real-time depending on the viewing direction of a user. After retrieving silhouette information from all model edges, a stroke linking mechanism is applied to link these independent edges into a long stroke. Finally we grow a plain thin silhouette line to a stylus stroke with various widths at each control point and a 2D brush model is combined with it to simulate a Chinese painting stroke. In the interior shading pipeline, three stages are used to convert a Gouraud-shading image to a Chinese painting style image: color quantization, ink diffusion and box filtering. The color quantization stage assigns all pixels in an image into four color levels and each level represents a color layer in a Chinese painting. Ink diffusion stage is used to transfer inks and water between different levels and to grow areas in an irregular way. The box filtering stage blurs sharp borders between different levels to embellish the appearance of final interior shading image. In addition to automatic rendering, an interactive Chinese painting system which is equipped with friendly input devices can be also combined to generate more artistic Chinese painting images manually.

  2. Fast algorithm of computing volume based on convex hull%一种基于凸包近似的快速体积计算方法

    Institute of Scientific and Technical Information of China (English)

    徐志; 许宏丽

    2013-01-01

    体积是物体的基本几何属性,在许多应用场合需要频繁地被计算。目前基本上通过重构物体曲面而间接求取体积,增加了许多不必要的工作。提出一种快速求取点云模型体积的方法,使用增量式算法计算点云的凸包用来近似物体,将凸包分解成上下两个三角网格面,使用正投影法分别求取它们的投影体积,它们两者之差即是所求模型体积。实验表明该算法实现简单,可快速地求解处理具有任何几何和拓扑复杂性的点云模型。%Volume, as the basic geometric property of objects, needs to be calculated frequently in many applications. At present, volume is basically calculated through the reconstruction of object surface indirectly, increasing the number of unnecessary work. This paper presents a fast algorithm of computing volume based on convex hull. The method computes the convex hull of the point cloud by using incremental algorithm to approximate the 3D object, and then breaks the hull down into the high and lower triangular mesh surface. Both of the two shells’volume are calculated by the projection method and the difference between them is the object’s volume. This algorithm has been proven simple to implement and can process cloud models with arbitrary geometry and topology.

  3. Technical Report Series on Global Modeling and Data Assimilation. Volume 12; Comparison of Satellite Global Rainfall Algorithms

    Science.gov (United States)

    Suarez, Max J. (Editor); Chang, Alfred T. C.; Chiu, Long S.

    1997-01-01

    Seventeen months of rainfall data (August 1987-December 1988) from nine satellite rainfall algorithms (Adler, Chang, Kummerow, Prabhakara, Huffman, Spencer, Susskind, and Wu) were analyzed to examine the uncertainty of satellite-derived rainfall estimates. The variability among algorithms, measured as the standard deviation computed from the ensemble of algorithms, shows regions of high algorithm variability tend to coincide with regions of high rain rates. Histograms of pattern correlation (PC) between algorithms suggest a bimodal distribution, with separation at a PC-value of about 0.85. Applying this threshold as a criteria for similarity, our analyses show that algorithms using the same sensor or satellite input tend to be similar, suggesting the dominance of sampling errors in these satellite estimates.

  4. Computer Algorithms and Architectures for Three-Dimensional Eddy-Current Nondestructive Evaluation. Volume 3. Chapters 6-11

    Science.gov (United States)

    1989-01-20

    mflC FILE. OOR SA/TR-2/89 A003: FINAL REPORT COMPUTER ALGORITHMS AND ARCHITECTURES FOR THREE-DIMENSIONAL EDDY-CURRENT NONDESTRUCTIVE EVALUATION CD...J., Ullman, J., The Design and Analysis of Computer Algorithms , Addison-Wesley Publishing Company, 1974. [A2] Anderson, B., Moore, J., Optimal...actual data. DC- 17 I I I I [All Aho, A., Hopcroft, J., Ullman, J., The Design and Analysis of Computer Algorithms , Addison-Wesley Publishing Company

  5. Feature-Adaptive Rendering of Loop Subdivision Surfaces on Modern GPUs

    Institute of Scientific and Technical Information of China (English)

    黄韵岑; 冯结青; 崔元敏; 杨宝光

    2014-01-01

    We present a novel approach for real-time rendering Loop subdivision surfaces on modern graphics hardware. Our algorithm evaluates both positions and normals accurately, thus providing the true Loop subdivision surface. The core idea is to recursively refine irregular patches using a GPU compute kernel. All generated regular patches are then directly evaluated and rendered using the hardware tessellation unit. Our approach handles triangular control meshes of arbitrary topologies and incorporates common subdivision surface features such as semi-sharp creases and hierarchical edits. While surface rendering is accurate up to machine precision, we also enforce a consistent bitwise evaluation of positions and normals at patch boundaries. This is particularly useful in the context of displacement mapping which strictly requires matching surface normals. Furthermore, we incorporate efficient level-of-detail rendering where subdivision depth and tessellation density can be adjusted on-the-fly. Overall, our algorithm provides high-quality results at real-time frame rates, thus being ideally suited to interactive rendering applications such as video games or authoring tools.

  6. Effect of different segmentation algorithms on metabolic tumor volume measured on 18F-FDG PET/CT of cervical primary squamous cell carcinoma

    Science.gov (United States)

    Xu, Weina; Yu, Shupeng; Ma, Ying; Liu, Changping

    2017-01-01

    Background and purpose It is known that fluorine-18 fluorodeoxyglucose PET/computed tomography (CT) segmentation algorithms have an impact on the metabolic tumor volume (MTV). This leads to some uncertainties in PET/CT guidance of tumor radiotherapy. The aim of this study was to investigate the effect of segmentation algorithms on the PET/CT-based MTV and their correlations with the gross tumor volumes (GTVs) of cervical primary squamous cell carcinoma. Materials and methods Fifty-five patients with International Federation of Gynecology and Obstetrics stage Ia∼IIb and histologically proven cervical squamous cell carcinoma were enrolled. A fluorine-18 fluorodeoxyglucose PET/CT scan was performed before definitive surgery. GTV was measured on surgical specimens. MTVs were estimated on PET/CT scans using different segmentation algorithms, including a fixed percentage of the maximum standardized uptake value (20∼60% SUVmax) threshold and iterative adaptive algorithm. We divided all patients into four different groups according to the SUVmax within target volume. The comparisons of absolute values and percentage differences between MTVs by segmentation and GTV were performed in different SUVmax subgroups. The optimal threshold percentage was determined from MTV20%∼MTV60%, and was correlated with SUVmax. The correlation of MTViterative adaptive with GTV was also investigated. Results MTV50% and MTV60% were similar to GTV in the SUVmax up to 5 (P>0.05). MTV30%∼MTV60% were similar to GTV (P>0.05) in the 50.05) in the 100.05) in the SUVmax of at least 15 group. MTViterative adaptive was similar to GTV in both total and different SUVmax groups (P>0.05). Significant differences were observed among the fixed percentage method and the optimal threshold percentage was inversely correlated with SUVmax. The iterative adaptive segmentation algorithm led to the highest accuracy (6.66±50.83%). A significantly positive correlation was also observed between MTViterative

  7. Volumetric analysis of lung nodules in computed tomography (CT): comparison of two different segmentation algorithm softwares and two different reconstruction filters on automated volume calculation.

    Science.gov (United States)

    Christe, Andreas; Brönnimann, Alain; Vock, Peter

    2014-02-01

    A precise detection of volume change allows for better estimating the biological behavior of the lung nodules. Postprocessing tools with automated detection, segmentation, and volumetric analysis of lung nodules may expedite radiological processes and give additional confidence to the radiologists. To compare two different postprocessing software algorithms (LMS Lung, Median Technologies; LungCARE®, Siemens) in CT volumetric measurement and to analyze the effect of soft (B30) and hard reconstruction filter (B70) on automated volume measurement. Between January 2010 and April 2010, 45 patients with a total of 113 pulmonary nodules were included. The CT exam was performed on a 64-row multidetector CT scanner (Somatom Sensation, Siemens, Erlangen, Germany) with the following parameters: collimation, 24x1.2 mm; pitch, 1.15; voltage, 120 kVp; reference tube current-time, 100 mAs. Automated volumetric measurement of each lung nodule was performed with the two different postprocessing algorithms based on two reconstruction filters (B30 and B70). The average relative volume measurement difference (VME%) and the limits of agreement between two methods were used for comparison. At soft reconstruction filters the LMS system produced mean nodule volumes that were 34.1% (P filters (B30) was significantly larger than with hard filters (B70); 11.2% for LMS and 1.6% for LungCARE®, respectively (both with P filters, 13.6% for soft and 3.8% for hard filters, respectively (P  0.05). There is a substantial inter-software (LMS/LungCARE®) as well as intra-software variability (B30/B70) in lung nodule volume measurement; therefore, it is mandatory to use the same equipment with the same reconstruction filter for the follow-up of lung nodule volume.

  8. Computer Algorithms and Architectures for Three-Dimensional Eddy-Current Nondestructive Evaluation. Volume 1. Executive Summary

    Science.gov (United States)

    1989-01-20

    LLAA6 .l iI -SA/TR-2/89 A003: FINAL REPORT * COMPUTER ALGORITHMS AND ARCHITECTURES N FOR THREE-DIMENSIONAL EDDY-CURRENT NONDESTRUCTIVE EVALUATION...Ciasuication) COMPUTER ALGORITHMS AND ARCHITECTURES FOR THREE-DIMENSIONAL EDD~j~~JRRN iv ummary Q PERSONAL AUTriOR(S) SBAHASCAE 1 3a. TYPE Of REPORT

  9. GPU Pro 4 advanced rendering techniques

    CERN Document Server

    Engel, Wolfgang

    2013-01-01

    GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods producing real-time graphics. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the abi

  10. Defects of organization in rendering medical aid

    Directory of Open Access Journals (Sweden)

    Shavkat Islamov

    2010-09-01

    Full Text Available The defects of organization at the medical institution mean disturbance of rules, norms and order of rendering of medical aid. The number of organization defects in Uzbekistan increased from 20.42%, in 1999 to 25.46% in 2001 with gradual decrease to 19.9% in 2003 and 16.66%, in 2006 and gradual increase to 21.95% and 28.28% (P<0.05 in 2005 and 2008. Among the groups of essential defects of organization there were following: disturbance of transportation rules, lack of dispensary care, shortcomings in keeping medical documentation.

  11. Digital representations of the real world how to capture, model, and render visual reality

    CERN Document Server

    Magnor, Marcus A; Sorkine-Hornung, Olga; Theobalt, Christian

    2015-01-01

    Create Genuine Visual Realism in Computer Graphics Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of new capture modalities, reconstruction approaches, and visual perception into the computer graphics pipeline.Understand the Entire Pipeline from Acquisition, Reconstruction, and Modeling to Realistic Rendering and ApplicationsThe book covers sensors fo

  12. Programmatic implications of implementing the relational algebraic capacitated location (RACL) algorithm outcomes on the allocation of laboratory sites, test volumes, platform distribution and space requirements.

    Science.gov (United States)

    Cassim, Naseem; Smith, Honora; Coetzee, Lindi M; Glencross, Deborah K

    2017-01-01

    CD4 testing in South Africa is based on an integrated tiered service delivery model that matches testing demand with capacity. The National Health Laboratory Service has predominantly implemented laboratory-based CD4 testing. Coverage gaps, over-/under-capacitation and optimal placement of point-of-care (POC) testing sites need investigation. We assessed the impact of relational algebraic capacitated location (RACL) algorithm outcomes on the allocation of laboratory and POC testing sites. The RACL algorithm was developed to allocate laboratories and POC sites to ensure coverage using a set coverage approach for a defined travel time (T). The algorithm was repeated for three scenarios (A: T = 4; B: T = 3; C: T = 2 hours). Drive times for a representative sample of health facility clusters were used to approximate T. Outcomes included allocation of testing sites, Euclidian distances and test volumes. Additional analysis included platform distribution and space requirement assessment. Scenarios were reported as fusion table maps. Scenario A would offer a fully-centralised approach with 15 CD4 laboratories without any POC testing. A significant increase in volumes would result in a four-fold increase at busier laboratories. CD4 laboratories would increase to 41 in scenario B and 61 in scenario C. POC testing would be offered at two sites in scenario B and 20 sites in scenario C. The RACL algorithm provides an objective methodology to address coverage gaps through the allocation of CD4 laboratories and POC sites for a given T. The algorithm outcomes need to be assessed in the context of local conditions.

  13. Programmatic implications of implementing the relational algebraic capacitated location (RACL algorithm outcomes on the allocation of laboratory sites, test volumes, platform distribution and space requirements

    Directory of Open Access Journals (Sweden)

    Naseem Cassim

    2017-02-01

    Full Text Available Introduction: CD4 testing in South Africa is based on an integrated tiered service delivery model that matches testing demand with capacity. The National Health Laboratory Service has predominantly implemented laboratory-based CD4 testing. Coverage gaps, over-/under-capacitation and optimal placement of point-of-care (POC testing sites need investigation.Objectives: We assessed the impact of relational algebraic capacitated location (RACL algorithm outcomes on the allocation of laboratory and POC testing sites.Methods: The RACL algorithm was developed to allocate laboratories and POC sites to ensure coverage using a set coverage approach for a defined travel time (T. The algorithm was repeated for three scenarios (A: T = 4; B: T = 3; C: T = 2 hours. Drive times for a representative sample of health facility clusters were used to approximate T. Outcomes included allocation of testing sites, Euclidian distances and test volumes. Additional analysis included platform distribution and space requirement assessment. Scenarios were reported as fusion table maps.Results: Scenario A would offer a fully-centralised approach with 15 CD4 laboratories without any POC testing. A significant increase in volumes would result in a four-fold increase at busier laboratories. CD4 laboratories would increase to 41 in scenario B and 61 in scenario C. POC testing would be offered at two sites in scenario B and 20 sites in scenario C.Conclusion: The RACL algorithm provides an objective methodology to address coverage gaps through the allocation of CD4 laboratories and POC sites for a given T. The algorithm outcomes need to be assessed in the context of local conditions.

  14. Rendering of 3D Dynamic Virtual Environments

    CERN Document Server

    Catanese, Salvatore; Fiumara, Giacomo; Pagano, Francesco

    2011-01-01

    In this paper we present a framework for the rendering of dynamic 3D virtual environments which can be integrated in the development of videogames. It includes methods to manage sounds and particle effects, paged static geometries, the support of a physics engine and various input systems. It has been designed with a modular structure to allow future expansions. We exploited some open-source state-of-the-art components such as OGRE, PhysX, ParticleUniverse, etc.; all of them have been properly integrated to obtain peculiar physical and environmental effects. The stand-alone version of the application is fully compatible with Direct3D and OpenGL APIs and adopts OpenAL APIs to manage audio cards. Concluding, we devised a showcase demo which reproduces a dynamic 3D environment, including some particular effects: the alternation of day and night infuencing the lighting of the scene, the rendering of terrain, water and vegetation, the reproduction of sounds and atmospheric agents.

  15. Interactive Isogeometric Volume Visualization with Pixel-Accurate Geometry.

    Science.gov (United States)

    Fuchs, Franz G; Hjelmervik, Jon M

    2016-02-01

    A recent development, called isogeometric analysis, provides a unified approach for design, analysis and optimization of functional products in industry. Traditional volume rendering methods for inspecting the results from the numerical simulations cannot be applied directly to isogeometric models. We present a novel approach for interactive visualization of isogeometric analysis results, ensuring correct, i.e., pixel-accurate geometry of the volume including its bounding surfaces. The entire OpenGL pipeline is used in a multi-stage algorithm leveraging techniques from surface rendering, order-independent transparency, as well as theory and numerical methods for ordinary differential equations. We showcase the efficiency of our approach on different models relevant to industry, ranging from quality inspection of the parametrization of the geometry, to stress analysis in linear elasticity, to visualization of computational fluid dynamics results.

  16. Rendering-oriented multiview video coding based on chrominance information reconstruction

    Science.gov (United States)

    Shao, Feng; Yu, Mei; Jiang, Gangyi; Zhang, Zhaoyang

    2010-05-01

    Three-dimensional (3-D) video systems are expected to be a next-generation visual application. Since multiview video for 3-D video systems is composed of color and associated depth information, its huge requirement for data storage and transmission is an important problem. We propose a rendering-oriented multiview video coding (MVC) method based on chrominance information reconstruction that incorporates the rendering technique into the MVC process. The proposed method discards certain chrominance information to reduce bitrates, and performs reasonable bitrate allocation between color and depth videos. At the decoder, a chrominance reconstruction algorithm is presented to achieve accurate reconstruction by warping the neighboring views and colorizing the luminance-only pixels. Experimental results show that the proposed method can save nearly 20% on bitrates against the results without discarding the chrominance information. Moreover, under a fixed bitrate budget, the proposed method can greatly improve the rendering quality.

  17. Photon Differential Splatting for Rendering Caustics

    DEFF Research Database (Denmark)

    Frisvad, Jeppe Revall; Schjøth, Lars; Erleben, Kenny;

    2014-01-01

    We present a photon splatting technique which reduces noise and blur in the rendering of caustics. Blurring of illumination edges is an inherent problem in photon splatting, as each photon is unaware of its neighbours when being splatted. This means that the splat size is usually based...... on heuristics rather than knowledge of the local flux density. We use photon differentials to determine the size and shape of the splats such that we achieve adaptive anisotropic flux density estimation in photon splatting. As compared to previous work that uses photon differentials, we present the first method...... where no photons or beams or differentials need to be stored in a map. We also present improvements in the theory of photon differentials, which give more accurate results and a faster implementation. Our technique has good potential for GPU acceleration, and we limit the number of parameters requiring...

  18. Computer-aided measurement of liver volumes in CT by means of geodesic active contour segmentation coupled with level-set algorithms

    Energy Technology Data Exchange (ETDEWEB)

    Suzuki, Kenji; Kohlbrenner, Ryan; Epstein, Mark L.; Obajuluwa, Ademola M.; Xu Jianwu; Hori, Masatoshi [Department of Radiology, University of Chicago, 5841 South Maryland Avenue, Chicago, Illinois 60637 (United States)

    2010-05-15

    Purpose: Computerized liver extraction from hepatic CT images is challenging because the liver often abuts other organs of a similar density. The purpose of this study was to develop a computer-aided measurement of liver volumes in hepatic CT. Methods: The authors developed a computerized liver extraction scheme based on geodesic active contour segmentation coupled with level-set contour evolution. First, an anisotropic diffusion filter was applied to portal-venous-phase CT images for noise reduction while preserving the liver structure, followed by a scale-specific gradient magnitude filter to enhance the liver boundaries. Then, a nonlinear grayscale converter enhanced the contrast of the liver parenchyma. By using the liver-parenchyma-enhanced image as a speed function, a fast-marching level-set algorithm generated an initial contour that roughly estimated the liver shape. A geodesic active contour segmentation algorithm coupled with level-set contour evolution refined the initial contour to define the liver boundaries more precisely. The liver volume was then calculated using these refined boundaries. Hepatic CT scans of 15 prospective liver donors were obtained under a liver transplant protocol with a multidetector CT system. The liver volumes extracted by the computerized scheme were compared to those traced manually by a radiologist, used as ''gold standard.''Results: The mean liver volume obtained with our scheme was 1504 cc, whereas the mean gold standard manual volume was 1457 cc, resulting in a mean absolute difference of 105 cc (7.2%). The computer-estimated liver volumetrics agreed excellently with the gold-standard manual volumetrics (intraclass correlation coefficient was 0.95) with no statistically significant difference (F=0.77; p(F{<=}f)=0.32). The average accuracy, sensitivity, specificity, and percent volume error were 98.4%, 91.1%, 99.1%, and 7.2%, respectively. Computerized CT liver volumetry would require substantially less

  19. On-the-Fly Decompression and Rendering of Multiresolution Terrain

    Energy Technology Data Exchange (ETDEWEB)

    Lindstrom, P; Cohen, J D

    2009-04-02

    We present a streaming geometry compression codec for multiresolution, uniformly-gridded, triangular terrain patches that supports very fast decompression. Our method is based on linear prediction and residual coding for lossless compression of the full-resolution data. As simplified patches on coarser levels in the hierarchy already incur some data loss, we optionally allow further quantization for more lossy compression. The quantization levels are adaptive on a per-patch basis, while still permitting seamless, adaptive tessellations of the terrain. Our geometry compression on such a hierarchy achieves compression ratios of 3:1 to 12:1. Our scheme is not only suitable for fast decompression on the CPU, but also for parallel decoding on the GPU with peak throughput over 2 billion triangles per second. Each terrain patch is independently decompressed on the fly from a variable-rate bitstream by a GPU geometry program with no branches or conditionals. Thus we can store the geometry compressed on the GPU, reducing storage and bandwidth requirements throughout the system. In our rendering approach, only compressed bitstreams and the decoded height values in the view-dependent 'cut' are explicitly stored on the GPU. Normal vectors are computed in a streaming fashion, and remaining geometry and texture coordinates, as well as mesh connectivity, are shared and re-used for all patches. We demonstrate and evaluate our algorithms on a small prototype system in which all compressed geometry fits in the GPU memory and decompression occurs on the fly every rendering frame without any cache maintenance.

  20. FluoRender: joint freehand segmentation and visualization for many-channel fluorescence data analysis.

    Science.gov (United States)

    Wan, Yong; Otsuna, Hideo; Holman, Holly A; Bagley, Brig; Ito, Masayoshi; Lewis, A Kelsey; Colasanto, Mary; Kardon, Gabrielle; Ito, Kei; Hansen, Charles

    2017-05-26

    Image segmentation and registration techniques have enabled biologists to place large amounts of volume data from fluorescence microscopy, morphed three-dimensionally, onto a common spatial frame. Existing tools built on volume visualization pipelines for single channel or red-green-blue (RGB) channels have become inadequate for the new challenges of fluorescence microscopy. For a three-dimensional atlas of the insect nervous system, hundreds of volume channels are rendered simultaneously, whereas fluorescence intensity values from each channel need to be preserved for versatile adjustment and analysis. Although several existing tools have incorporated support of multichannel data using various strategies, the lack of a flexible design has made true many-channel visualization and analysis unavailable. The most common practice for many-channel volume data presentation is still converting and rendering pseudosurfaces, which are inaccurate for both qualitative and quantitative evaluations. Here, we present an alternative design strategy that accommodates the visualization and analysis of about 100 volume channels, each of which can be interactively adjusted, selected, and segmented using freehand tools. Our multichannel visualization includes a multilevel streaming pipeline plus a triple-buffer compositing technique. Our method also preserves original fluorescence intensity values on graphics hardware, a crucial feature that allows graphics-processing-unit (GPU)-based processing for interactive data analysis, such as freehand segmentation. We have implemented the design strategies as a thorough restructuring of our original tool, FluoRender. The redesign of FluoRender not only maintains the existing multichannel capabilities for a greatly extended number of volume channels, but also enables new analysis functions for many-channel data from emerging biomedical-imaging techniques.

  1. SeaWiFS technical report series. Volume 4: An analysis of GAC sampling algorithms. A case study

    Science.gov (United States)

    Yeh, Eueng-Nan (Editor); Hooker, Stanford B. (Editor); Hooker, Stanford B. (Editor); Mccain, Charles R. (Editor); Fu, Gary (Editor)

    1992-01-01

    The Sea-viewing Wide Field-of-view Sensor (SeaWiFS) instrument will sample at approximately a 1 km resolution at nadir which will be broadcast for reception by realtime ground stations. However, the global data set will be comprised of coarser four kilometer data which will be recorded and broadcast to the SeaWiFS Project for processing. Several algorithms for degrading the one kilometer data to four kilometer data are examined using imagery from the Coastal Zone Color Scanner (CZCS) in an effort to determine which algorithm would best preserve the statistical characteristics of the derived products generated from the one kilometer data. Of the algorithms tested, subsampling based on a fixed pixel within a 4 x 4 pixel array is judged to yield the most consistent results when compared to the one kilometer data products.

  2. Image-based haptic roughness estimation and rendering for haptic palpation from in vivo skin image.

    Science.gov (United States)

    Kim, Kwangtaek

    2017-08-08

    Despite the advancement of measuring technologies, there was a need for palpation by hands to be able to better diagnose skin diseases and to learn about the tactile properties of in vivo skin surface. However, directly touching in vivo skin surface can cause secondary infections or damages. Therefore, a technology providing infection- and damage-free skin palpations and precise haptic skin roughness rendering is needed. A multidimensional (2D and 3D) rendering system was developed for multimodal (visual and haptic) rendering that can run with any given in vivo input skin images. For haptic rendering, a commercial haptic device with 3 degrees of freedom (3DOF), Geomagic Touch X, was used. To improve haptic roughness rendering, a force shading algorithm that reduces force discontinuity on rough surface patches but preserves the original roughness values was implemented and applied. In addition, a new image-based roughness estimation method was introduced and the results were compared with haptic roughness results to verify roughness rendering in the system. The developed haptic roughness rendering system will help to diagnose abnormalities on in vivo skin surfaces by virtual haptic palpation with no concern about secondary infections or damages (caused by touch interactions) especially in case of psoriasis, atopic dermatitis, or aging, which results in significant changes of skin roughness. Besides, the system can also be a good tool to examine skin condition changes before and after the use of skin care products (cosmetics). In addition, the proposed 2D skin roughness estimation method can be applied for mobile applications to provide an online roughness estimation tool with a simple phone camera.

  3. Resolution-independent surface rendering using programmable graphics hardware

    Science.gov (United States)

    Loop, Charles T.; Blinn, James Frederick

    2008-12-16

    Surfaces defined by a Bezier tetrahedron, and in particular quadric surfaces, are rendered on programmable graphics hardware. Pixels are rendered through triangular sides of the tetrahedra and locations on the shapes, as well as surface normals for lighting evaluations, are computed using pixel shader computations. Additionally, vertex shaders are used to aid interpolation over a small number of values as input to the pixel shaders. Through this, rendering of the surfaces is performed independently of viewing resolution, allowing for advanced level-of-detail management. By individually rendering tetrahedrally-defined surfaces which together form complex shapes, the complex shapes can be rendered in their entirety.

  4. Application of MRI volume rendering in surgical approach by superior temporal sulcus-temporal horn of lateral ventricle%MRI容量重建技术在颞上沟-侧脑室颞角手术入路选择中的应用

    Institute of Scientific and Technical Information of China (English)

    白芃; 刘彩霞; 贾林沛; 刘浩源; 苏略; 孙维; 李幼琼

    2014-01-01

    目的:通过测量经颞上沟-侧脑室颞角手术入路的相关数据,初步定位大脑背外侧面颞上沟进入侧脑室最短距离的点,寻找经颞上沟进入侧脑室颞角的最佳手术入路点。方法:选取120例成年人脑部 MRI扫描标本,利用容量重建技术构建大脑三维立体模型,测得颞上沟的长度 S1。沿垂直于颞叶长轴的方向以1.0 mm间距切割得到多个冠状切面,依次测量颞上沟到侧脑室颞角的距离并确定最短距离S2,同时测量颞上沟的深度S3,测量大脑颞上沟表面相对应的最短距离点到颞上沟前端起始部的距离 S4,计算 S4与 S1的比值 M,同时测量最短距离与正中矢状位方向之间的夹角α。所有样本进行双侧测量,对比两侧的测量结果。结果:120例国人的 S1左侧为(159.56±17.55)mm,右侧为(164.35±15.07)mm,左右两侧比较差异无统计学意义(P>0.05);S2左侧为(8.18±0.96)mm,右侧为(7.81±0.90)mm,左右两侧比较差异无统计学意义(P>0.05);S3左侧为(12.19±1.43)mm,右侧为(11.57±1.33)mm,左右两侧比较差异无统计学意义(P>0.05);S4左侧为(100.88±16.09)mm,右侧为(104.15±14.49)mm,左右两侧比较差异无统计学意义(P>0.05);M左侧为(0.63±0.07),右侧为(0.63±0.06),左右两侧比较差异无统计学意义(P>0.05);α左侧为(55.80±3.64)°,右侧为(56.46±4.17)°,左右两侧比较差异无统计学意义(P>0.05)。结论:颞上沟前端3/5处可能为理想的手术入路点,由该点进入侧脑室颞角距离最短,提示实施颞上沟-侧脑室颞角手术时该入路可减少对脑组织损伤。%Objective To acquire some related data of surgical approach through brain superior temporal sulcus to temporal horn of lateral ventricle by MRI volume rendering, and to orientate the point of superior temporal sulcus on the lateral

  5. Real-Time Massive Model Rendering

    CERN Document Server

    Yoon, Sung-eui; Kasik, David

    2008-01-01

    Interactive display and visualization of large geometric and textured models is becoming a fundamental capability. There are numerous application areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations about geometric models used in interactive applications is that their model complexity continues to increase because of fundamental advances in 3D modeling, simulation, and data capture technologies. As computing power increases, users take advantage of the algorithmic advances and generate even more complex models and data sets. Therefore, the

  6. Optimization of the volume reconstruction for classical Tomo-PIV algorithms (MART, BIMART and SMART): synthetic and experimental studies

    Science.gov (United States)

    Thomas, L.; Tremblais, B.; David, L.

    2014-03-01

    Optimization of multiplicative algebraic reconstruction technique (MART), simultaneous MART and block iterative MART reconstruction techniques was carried out on synthetic and experimental data. Different criteria were defined to improve the preprocessing of the initial images. Knowledge of how each reconstruction parameter influences the quality of particle volume reconstruction and computing time is the key in Tomo-PIV. These criteria were applied to a real case, a jet in cross flow, and were validated.

  7. Can a partial volume edge effect reduction algorithm improve the repeatability of subject-specific finite element models of femurs obtained from CT data?

    Science.gov (United States)

    Peleg, Eran; Herblum, Ryan; Beek, Maarten; Joskowicz, Leo; Liebergall, Meir; Mosheiff, Rami; Whyne, Cari

    2014-01-01

    The reliability of patient-specific finite element (FE) modelling is dependent on the ability to provide repeatable analyses. Differences of inter-operator generated grids can produce variability in strain and stress readings at a desired location, which are magnified at the surface of the model as a result of the partial volume edge effects (PVEEs). In this study, a new approach is introduced based on an in-house developed algorithm which adjusts the location of the model's surface nodes to a consistent predefined threshold Hounsfield unit value. Three cadaveric human femora specimens were CT scanned, and surface models were created after a semi-automatic segmentation by three different experienced operators. A FE analysis was conducted for each model, with and without applying the surface-adjustment algorithm (a total of 18 models), implementing identical boundary conditions. Maximum principal strain and stress and spatial coordinates were probed at six equivalent surface nodes from the six generated models for each of the three specimens at locations commonly utilised for experimental strain guage measurement validation. A Wilcoxon signed-ranks test was conducted to determine inter-operator variability and the impact of the PVEE-adjustment algorithm. The average inter-operator difference in stress values was significantly reduced after applying the adjustment algorithm (before: 3.32 ± 4.35 MPa, after: 1.47 ± 1.77 MPa, p = 0.025). Strain values were found to be less sensitive to inter-operative variability (p = 0.286). In summary, the new approach as presented in this study may provide a means to improve the repeatability of subject-specific FE models of bone obtained from CT data.

  8. Estimation of non-solid lung nodule volume with low-dose CT protocols: effect of reconstruction algorithm and measurement method

    Science.gov (United States)

    Gavrielides, Marios A.; DeFilippo, Gino; Berman, Benjamin P.; Li, Qin; Petrick, Nicholas; Schultz, Kurt; Siegelman, Jenifer

    2017-03-01

    Computed tomography is primarily the modality of choice to assess stability of nonsolid pulmonary nodules (sometimes referred to as ground-glass opacity) for three or more years, with change in size being the primary factor to monitor. Since volume extracted from CT is being examined as a quantitative biomarker of lung nodule size, it is important to examine factors affecting the performance of volumetric CT for this task. More specifically, the effect of reconstruction algorithms and measurement method in the context of low-dose CT protocols has been an under-examined area of research. In this phantom study we assessed volumetric CT with two different measurement methods (model-based and segmentation-based) for nodules with radiodensities of both nonsolid (-800HU and -630HU) and solid (-10HU) nodules, sizes of 5mm and 10mm, and two different shapes (spherical and spiculated). Imaging protocols included CTDIvol typical of screening (1.7mGy) and sub-screening (0.6mGy) scans and different types of reconstruction algorithms across three scanners. Results showed that radio-density was the factor contributing most to overall error based on ANOVA. The choice of reconstruction algorithm or measurement method did not affect substantially the accuracy of measurements; however, measurement method affected repeatability with repeatability coefficients ranging from around 3-5% for the model-based estimator to around 20-30% across reconstruction algorithms for the segmentation-based method. The findings of the study can be valuable toward developing standardized protocols and performance claims for nonsolid nodules.

  9. HDlive rendering images of the fetal stomach: a preliminary report.

    Science.gov (United States)

    Inubashiri, Eisuke; Abe, Kiyotaka; Watanabe, Yukio; Akutagawa, Noriyuki; Kuroki, Katumaru; Sugawara, Masaki; Maeda, Nobuhiko; Minami, Kunihiro; Nomura, Yasuhiro

    2015-01-01

    This study aimed to show reconstruction of the fetal stomach using the HDlive rendering mode in ultrasound. Seventeen healthy singleton fetuses at 18-34 weeks' gestational age were observed using the HDlive rendering mode of ultrasound in utero. In all of the fetuses, we identified specific spatial structures, including macroscopic anatomical features (e.g., the pyrous, cardia, fundus, and great curvature) of the fetal stomach, using the HDlive rendering mode. In particular, HDlive rendering images showed remarkably fine details that appeared as if they were being viewed under an endoscope, with visible rugal folds after 27 weeks' gestational age. Our study suggests that the HDlive rendering mode can be used as an additional method for evaluating the fetal stomach. The HDlive rendering mode shows detailed 3D structural images and anatomically realistic images of the fetal stomach. This technique may be effective in prenatal diagnosis for examining detailed information of fetal organs.

  10. Signal Processing Implementation and Comparison of Automotive Spatial Sound Rendering Strategies

    Directory of Open Access Journals (Sweden)

    Bai MingsianR

    2009-01-01

    Full Text Available Design and implementation strategies of spatial sound rendering are investigated in this paper for automotive scenarios. Six design methods are implemented for various rendering modes with different number of passengers. Specifically, the downmixing algorithms aimed at balancing the front and back reproductions are developed for the 5.1-channel input. Other five algorithms based on inverse filtering are implemented in two approaches. The first approach utilizes binaural (Head-Related Transfer Functions HRTFs measured in the car interior, whereas the second approach named the point-receiver model targets a point receiver positioned at the center of the passenger's head. The proposed processing algorithms were compared via objective and subjective experiments under various listening conditions. Test data were processed by the multivariate analysis of variance (MANOVA method and the least significant difference (Fisher's LSD method as a post hoc test to justify the statistical significance of the experimental data. The results indicate that inverse filtering algorithms are preferred for the single passenger mode. For the multipassenger mode, however, downmixing algorithms generally outperformed the other processing techniques.

  11. ESECT/EMAP: mapping algorithm for computing intersection volumes of overlaid meshes in cylindrical geometry. [In FORTRAN for CDC 6600 and 7600 computers

    Energy Technology Data Exchange (ETDEWEB)

    Wienke, B.R.; O' Dell, R.D.

    1976-12-01

    ESECT and EMAP are subroutines which provide a computer algorithm for mapping arbitrary meshes onto rectangular meshes in cylindrical (r,z) geometry. Input consists of the lines defining the rectangular mesh and the coordinates of the arbitrary mesh, which are assumed to be joined by straight lines. Output consists of the intersection volumes with designation of common mesh zones. The ESECT and EMAP routines do not comprise a ''free-standing'' code but, instead, are intended for inclusion in existing codes for which one mesh structure (typically Lagrangian) needs to be mapped onto an Eulerian mesh. Such mappings are of interest in coupled hydrodynamic and neutronic calculations. Exact expressions for the volumes of rotation (about z-axis) generated by the planar mesh intersection areas are used. Intersection points of the two meshes are computed and mapped onto corresponding regions on the rectangular mesh. Intersection points with the same regional indices are recorded into multilaterals, and the multilaterals are triangulated to facilitate computation of the intersection volumes. Dimension statements within ESECT/EMAP presently allow for rectangular and arbitrary meshes of 10k and 3.6k grid points. Scaling of all arrays to suit individual applications is easily effected. Computations of intersection volumes generated by overlapping 10k rectangular and 2.2k radial meshes require an average of 18 s computer time, while computation times for the same meshes scaled by a factor of /sup 1///sub 4/ in number of grid points average 3 s on the CDC 7600. Generally, cases of small cell rectangular meshes overlaid on large cell arbitrary meshes require the longer running times. 10 figures, 2 tables.

  12. VITRAIL: Acquisition, Modeling, and Rendering of Stained Glass.

    Science.gov (United States)

    Thanikachalam, Niranjan; Baboulaz, Loic; Prandoni, Paolo; Trumpler, Stefan; Wolf, Sophie; Vetterli, Martin

    2016-10-01

    Stained glass windows are designed to reveal their powerful artistry under diverse and time-varying lighting conditions; virtual relighting of stained glass, therefore, represents an exceptional tool for the appreciation of this age old art form. However, as opposed to most other artifacts, stained glass windows are extremely difficult if not impossible to analyze using controlled illumination because of their size and position. In this paper, we present novel methods built upon image based priors to perform virtual relighting of stained glass artwork by acquiring the actual light transport properties of a given artifact. In a preprocessing step, we build a material-dependent dictionary for light transport by studying the scattering properties of glass samples in a laboratory setup. We can now use the dictionary to recover a light transport matrix in two ways: under controlled illuminations the dictionary constitutes a sparsifying basis for a compressive sensing acquisition, while in the case of uncontrolled illuminations the dictionary is used to perform sparse regularization. The proposed basis preserves volume impurities and we show that the retrieved light transport matrix is heterogeneous, as in the case of real world objects. We present the rendering results of several stained glass artifacts, including the Rose Window of the Cathedral of Lausanne, digitized using the presented methods.

  13. Method of producing hydrogen, and rendering a contaminated biomass inert

    Science.gov (United States)

    Bingham, Dennis N [Idaho Falls, ID; Klingler, Kerry M [Idaho Falls, ID; Wilding, Bruce M [Idaho Falls, ID

    2010-02-23

    A method for rendering a contaminated biomass inert includes providing a first composition, providing a second composition, reacting the first and second compositions together to form an alkaline hydroxide, providing a contaminated biomass feedstock and reacting the alkaline hydroxide with the contaminated biomass feedstock to render the contaminated biomass feedstock inert and further producing hydrogen gas, and a byproduct that includes the first composition.

  14. 7 CFR 54.15 - Advance information concerning service rendered.

    Science.gov (United States)

    2010-01-01

    ... 7 Agriculture 3 2010-01-01 2010-01-01 false Advance information concerning service rendered. 54.15... Service § 54.15 Advance information concerning service rendered. Upon request of any applicant, all or any... SERVICE (Standards, Inspections, Marketing Practices), DEPARTMENT OF AGRICULTURE (CONTINUED)...

  15. 最小体积约束的线性光谱解混算法%Minimum Volume Constrained Linear Spectral Unmixing Algorithm

    Institute of Scientific and Technical Information of China (English)

    李二森; 徐波; 李娜; 周晓明

    2011-01-01

    The mixels in the hypersepectral images directly influence the accuracy of target recognition.A large number of spectral unmixing methods are all based on the convex simplex geometry and the hypothesis of the pure pixels’existence.Actually, this hypothesis is very hard to be met in practice.We present the minimum volume constrained linear spectral unmixing algorithm, which isn't based on the presence of the pure pixels, and calculates the endmember matrix with the quadratic programming method in the reduced dimensional space.Then we estimate the abundance and extract the endmembers with least square method.Experimental results demonstrate that the proposed scheme for decomposition of mixels overall outperforms the MVC-NMF algorithm in the mass.%提出了最小体积单体约束的线性光谱解混算法.该算法不需要假设数据中存在纯像元,采用二次规划方法计算降维后的端元矩阵,利用最小二乘方法实现丰度估计和端元提取.实验结果表明,此算法解混的结果整体上优于MVC-NMF算法.

  16. The general solution to HDR rendering

    Science.gov (United States)

    McCann, John

    2012-03-01

    Our High-Dynamic-Range (HDR) world is the result of nonuniform illumination. We like to believe that 21st century technology makes it possible to accurately reproduce any scene. On further study, we find that scene rendition remains a best compromise. Despite all the remarkable accomplishments in digital imaging, we cannot capture and reproduce the light in the world exactly. With still further study, we find that accurate reproduction is not necessary. We need an interdisciplinary study of image making - painting, photography and image processing - to find the general solution. HDR imaging would be very confusing, without two observations that resolve many paradoxes. First, optical veiling glare, that depends on the scene content, severely limits the range of light on cameras' sensors, and on retinas. Second, the neural spatial image processing in human vision counteracts glare with variable scene dependent responses. The counter actions of these optical and neural processes shape the goals of HDR imaging. Successful HDR increases the apparent contrast of details lost in the shadows and highlights of conventional images. They change the spatial relationships by altering the local contrast of edges and gradients. The goal of HDR imaging is displaying calculated appearance, rather than accurate light reproduction. By using this strategy we can develop universal algorithms that process all images, LDR and HDR, achromatic and color, by mimicking human vision. The study of the general solution for HDR imaging incorporates painting photography, vision research, color constancy and digital image processing.

  17. An Architecture For Shared Multi-User Client Rendering Of Massive Geodatasets

    Science.gov (United States)

    Al-Naser, A.; Brooke, J.; Rasheed, M.; Irving, D. H.

    2012-12-01

    result of user geological interpretations with what we call 'features'. A feature is a logical subset of the original data with each key-value pair tagged as belonging to a particular spatial feature. Thus, instead of a surface being considered as composed of polygons it is now a tagged subset of the data. Our architecture requires an intermediate stage which builds in real-time a volume in a format which can be directly rendered on a client GPU. We call this a Feature-Embedded Spatial Volume (FESVo). In this stage we utilize the indexing and parallel capabilities of the database to perform parallel queries, and on-the-fly down-sampling if lower resolution is required, at a complexity of O(k), where k is the number of data units fetched from the database, similar to searching complexity with the bitmapping index method. Also, user interactions with the visualization are saved back to the database as point tags allowing immediate knowledge sharing. We present a technical and functional architecture for a data-centric approach and how it scales to overcome access and analytical latency in client-server data interactions. Preliminary experimental evaluation shows potential advantages of such a system in terms of security and centralised data management for subsurface data visualization systems. Also, we believe that our architecture can lead to a web-based visualization environment for geoscientific data.

  18. Introduction to the special section on 3D representation, compression, and rendering.

    Science.gov (United States)

    Vetro, Anthony; Frossard, Pascal; Lee, Sanghoon; Mueller, Karsten; Ohm, Jens-Rainer; Sullivan, Gary

    2013-09-01

    A new set of three-dimensional (3D) data formats and associated compression technologies are emerging with the aim to achieve more flexible representation and higher compression of 3D and multiview video content. These new tools will facilitate the generation of multiview output (e.g., as needed for multiview auto-stereoscopic displays), provide richer immersive multimedia experiences, and allow new interactive applications. This special section includes a timely set of papers covering the most recent technical developments in this area with papers covering topics in the different aspects of 3D systems, from representation and compression algorithms to rendering techniques and quality assessment. This special section includes a good balance on topics that are of interest to academic, industrial, and standardization communities. We believe that this collection of papers represent the most recent advances in representation, compression, rendering, and quality assessment of 3D scenes.

  19. HAPTIC RENDERING OF THIN AND SOFT OBJECTS

    Directory of Open Access Journals (Sweden)

    Anish Garg

    2013-02-01

    Full Text Available In this work, we take up the problem of modeling deformations, both local and global, along with stable translations for radially-thin virtual objects especially like that of a wire or a spaghetti noodle, during haptic manipulation. To achieve this we recommend the use of mass-spring systems rather than geometric models like vertex based and free form deformation as they do not model the physics behind the interactions. Finite Equation Methods (FEMs are also not chosen as they are computationally expensive for fast haptic interactions and force feedback. We have explored different types of distribution of masses within the volume of the object, in order to come up with a suitable distribution of masses and network of springs and dampers so that the simulations mimic the behavior of a real object. We also model the constraint forces like normal and frictional forces between the object and the plane on which it is kept. Further, we simulate the effect of a varying temperature distribution of the object and discuss how anisotropic deformation of an object may be effected. We demonstrate through experimentations that it is indeed possible to haptically interact with virtual soft objects.

  20. SOME ASPECTS OF ORGANIZATION OF HIGH TECHNOLOGY MEDICAL AID RENDERING AT SARATOV SCIENTIFIC RESEARCH INSTITUTE OF TRAUMATOLOGY AND ORTHOPEDICS

    Directory of Open Access Journals (Sweden)

    T.A. Shulgina

    2009-03-01

    Full Text Available The article is devoted to the peculiarities of organization of high technology medical aid rendering at Saratov Scientific Research Institute of Traumatology and Orthopedics. Profiles and volumes of high technology medical aid and its order during 2006-2007 are presented.

  1. Efficient rendering of digitally reconstructed radiographs on heterogeneous computing architectures using central slice theorem.

    Science.gov (United States)

    Abdellah, Marwan; Abdallah, Mohamed; Alzanati, Mohamed; Eldeib, Ayman

    2016-08-01

    Digitally reconstructed radiographs (DRRs) play a significant role in modern clinical radiation therapy. They are used to verify patient alignments during image guided therapies with 2D-3D image registration. The generation of DRRs can be implemented intuitively in O(N3) relying on direct volume rendering (DVR) methods, such as ray marching. This complexity imposes certain limitations on the rendering performance if high quality DRR images are needed. Those DRRs can be alternatively generated in the k-space using the central slice theorem in O(N2logN). Several rendering pipelines have been designed to create the DRRs in the k-space, but they were either limited to specific vendor or entail particular software requirements. We present a high performance implementation of a k-space-based DRR generation pipeline that is executable on various heterogeneous computing architectures using OpenCL. Our implementation generates a DRR for a 5123 CT volume in 6, 2.7 and 0.68 milli-seconds on a commodity CPU, mid-range and high-end GPUs respectively.

  2. Temporally rendered automatic cloud extraction (TRACE) system

    Science.gov (United States)

    Bodrero, Dennis M.; Yale, James G.; Davis, Roger E.; Rollins, John M.

    1999-10-01

    Smoke/obscurant testing requires that 2D cloud extent be extracted from visible and thermal imagery. These data are used alone or in combination with 2D data from other aspects to make 3D calculations of cloud properties, including dimensions, volume, centroid, travel, and uniformity. Determining cloud extent from imagery has historically been a time-consuming manual process. To reduce time and cost associated with smoke/obscurant data processing, automated methods to extract cloud extent from imagery were investigated. The TRACE system described in this paper was developed and implemented at U.S. Army Dugway Proving Ground, UT by the Science and Technology Corporation--Acuity Imaging Incorporated team with Small Business Innovation Research funding. TRACE uses dynamic background subtraction and 3D fast Fourier transform as primary methods to discriminate the smoke/obscurant cloud from the background. TRACE has been designed to run on a PC-based platform using Windows. The PC-Windows environment was chosen for portability, to give TRACE the maximum flexibility in terms of its interaction with peripheral hardware devices such as video capture boards, removable media drives, network cards, and digital video interfaces. Video for Windows provides all of the necessary tools for the development of the video capture utility in TRACE and allows for interchangeability of video capture boards without any software changes. TRACE is designed to take advantage of future upgrades in all aspects of its component hardware. A comparison of cloud extent determined by TRACE with manual method is included in this paper.

  3. 3D virtual rendering in thoracoscopic treatment of congenital malformation of the lung

    Directory of Open Access Journals (Sweden)

    Destro F.

    2013-10-01

    Full Text Available Introduction: Congenital malformations of the lung (CML are rare but potentially dangerous congenital malformations. Their identification is important in order to define the most appropriate management. Materials and methods: We retrospectively reviewed data from 37 patients affected by CML treated in our Pediatric Surgery Unit in the last four years with minimally invasive surgery (MIS. Results: Prenatal diagnosis was possible in 26/37 patients. Surgery was performed in the first month of life in 3 symptomatic patients and between 6 and 12 months in the others. All patients underwent radiological evaluation prior to thoracoscopic surgery. Images collected were reconstructed using the VR render software. Discussion and conclusions: Volume rendering gives high anatomical resolution and it can be useful to guide the surgical procedure. Thoracoscopy should be the technique of choice because it is safe, effective and feasible. Furthermore it has the benefit of a minimal access technique and it can be easily performed in children.

  4. Detection of Prion Proteins and TSE Infectivity in the Rendering and Biodiesel Manufacture Processes

    Energy Technology Data Exchange (ETDEWEB)

    Brown, R.; Keller, B.; Oleschuk, R. [Queen' s University, Kingston, Ontario (Canada)

    2007-03-15

    This paper addresses emerging issues related to monitoring prion proteins and TSE infectivity in the products and waste streams of rendering and biodiesel manufacture processes. Monitoring is critical to addressing the knowledge gaps identified in 'Biodiesel from Specified Risk Material Tallow: An Appraisal of TSE Risks and their Reduction' (IEA's AMF Annex XXX, 2006) that prevent comprehensive risk assessment of TSE infectivity in products and waste. The most important challenge for monitoring TSE risk is the wide variety of sample types, which are generated at different points in the rendering/biodiesel production continuum. Conventional transmissible spongiform encephalopathy (TSE) assays were developed for specified risk material (SRM) and other biological tissues. These, however, are insufficient to address the diverse sample matrices produced in rendering and biodiesel manufacture. This paper examines the sample types expected in rendering and biodiesel manufacture and the implications of applying TSE assay methods to them. The authors then discuss a sample preparation filtration, which has not yet been applied to these sample types, but which has the potential to provide or significantly improve TSE monitoring. The main improvement will come from transfer of the prion proteins from the sample matrix to a matrix compatible with conventional and emerging bioassays. A second improvement will come from preconcentrating the prion proteins, which means transferring proteins from a larger sample volume into a smaller volume for analysis to provide greater detection sensitivity. This filtration method may also be useful for monitoring other samples, including wash waters and other waste streams, which may contain SRM, including those from abattoirs and on-farm operations. Finally, there is a discussion of emerging mass spectrometric methods, which Prusiner and others have shown to be suitable for detection and characterisation of prion proteins (Stahl

  5. Foggy Scene Rendering Based on Transmission Map Estimation

    Directory of Open Access Journals (Sweden)

    Fan Guo

    2014-01-01

    Full Text Available Realistic rendering of foggy scene is important in game development and virtual reality. Traditional methods have many parameters to control or require a long time to compute, and they are usually limited to depicting a homogeneous fog without considering the foggy scene with heterogeneous fog. In this paper, a new rendering method based on transmission map estimation is proposed. We first generate perlin noise image as the density distribution texture of heterogeneous fog. Then we estimate the transmission map using the Markov random field (MRF model and the bilateral filter. Finally, virtual foggy scene is realistically rendered with the generated perlin noise image and the transmission map according to the atmospheric scattering model. Experimental results show that the rendered results of our approach are quite satisfactory.

  6. Experiencing "Macbeth": From Text Rendering to Multicultural Performance.

    Science.gov (United States)

    Reisin, Gail

    1993-01-01

    Shows how one teacher used innovative methods in teaching William Shakespeare's "Macbeth." Outlines student assignments including text renderings, rewriting a scene from the play, and creating a multicultural scrapbook for the play. (HB)

  7. Factors affecting extension workers in their rendering of effective ...

    African Journals Online (AJOL)

    Factors affecting extension workers in their rendering of effective service to pre ... the objective of achieving sustainable livelihoods for the poor and commonages. ... marketing and management to adequately service the land reform programs.

  8. does knowledge influence their attitude and comfort in rendering care?

    African Journals Online (AJOL)

    kemrilib

    Physicians and AIDS care: does knowledge influence their attitude and comfort in rendering ... experience, age and being a consultant or a senior resident influenced attitude, while male ..... having or not having children, prior instructions on ...

  9. Wavelet subdivision methods gems for rendering curves and surfaces

    CERN Document Server

    Chui, Charles

    2010-01-01

    OVERVIEW Curve representation and drawing Free-form parametric curves From subdivision to basis functions Wavelet subdivision and editing Surface subdivision BASIS FUNCTIONS FOR CURVE REPRESENTATION Refinability and scaling functions Generation of smooth basis functions Cardinal B-splines Stable bases for integer-shift spaces Splines and polynomial reproduction CURVE SUBDIVISION SCHEMES Subdivision matrices and stencils B-spline subdivision schemes Closed curve rendering Open curve rendering BASIS FUNCTIONS GENERATED BY SUBDIVISION MATRICES Subdivision operators The up-sampling convolution ope

  10. SEE-THROUGH IMAGING OF LASER-SCANNED 3D CULTURAL HERITAGE OBJECTS BASED ON STOCHASTIC RENDERING OF LARGE-SCALE POINT CLOUDS

    OpenAIRE

    Tanaka, S.; Hasegawa, K.; Okamoto, N.; R. Umegaki; Wang, S; M. Uemura(Hiroshima Astrophysical Science Center, Hiroshima University); Okamoto, A; Koyamada, K.

    2016-01-01

    We propose a method for the precise 3D see-through imaging, or transparent visualization, of the large-scale and complex point clouds acquired via the laser scanning of 3D cultural heritage objects. Our method is based on a stochastic algorithm and directly uses the 3D points, which are acquired using a laser scanner, as the rendering primitives. This method achieves the correct depth feel without requiring depth sorting of the rendering primitives along the line of sight. Eliminatin...

  11. PH-spline approximation for Bézier curve and rendering offset

    Institute of Scientific and Technical Information of China (English)

    郑志浩; 汪国昭

    2004-01-01

    In this paper,a G1, C1, C2 PH-spline is employed as an approximation for a given Bézier curve within error bound and further renders offset which can be regarded as an approximate offset to the Bézier curve. The errors between PH-spline and the Bézier curve, the offset to PH-spline and the offset to the given Bézier curve are also estimated. A new algorithm for constructing offset to the Bézier curve is proposed.

  12. Efficient rendering and compression for full-parallax computer-generated holographic stereograms

    Science.gov (United States)

    Kartch, Daniel Aaron

    2000-10-01

    In the past decade, we have witnessed a quantum leap in rendering technology and a simultaneous increase in usage of computer generated images. Despite the advances made thus far, we are faced with an ever increasing desire for technology which can provide a more realistic, more immersive experience. One fledgling technology which shows great promise is the electronic holographic display. Holograms are capable of producing a fully three-dimensional image, exhibiting all the depth cues of a real scene, including motion parallax, binocular disparity, and focal effects. Furthermore, they can be viewed simultaneously by any number of users, without the aid of special headgear or position trackers. However, to date, they have been limited in use because of their computational intractability. This thesis deals with the complex task of computing a hologram for use with such a device. Specifically, we will focus on one particular type of hologram: the holographic stereogram. A holographic stereogram is created by generating a large set of two-dimensional images of a scene as seen from multiple camera points, and then converting them to a holographic interference pattern. It is closely related to the light fields or lumigraphs used in image-based rendering. Most previous algorithms have treated the problem of rendering these images as independent computations, ignoring a great deal of coherency which could be used to our advantage. We present a new computationally efficient algorithm which operates on the image set as a whole, rather than on its individual elements. Scene polygons are mapped by perspective projection into a four-dimensional space, where they are scan-converted into 4D color and depth buffers. We use a set of very simple data structures and basic operations to form an algorithm which will lend itself well to future hardware implementation, so as to drive a real-time holographic display. We also examined issues related to the compression of stereograms

  13. Using Opaque Image Blur for Real-Time Depth-of-Field Rendering and Image-Based Motion Blur

    DEFF Research Database (Denmark)

    Kraus, Martin

    2013-01-01

    While depth of field is an important cinematographic means, its use in real-time computer graphics is still limited by the computational costs that are necessary to achieve a sufficient image quality. Specifically, color bleeding artifacts between objects at different depths are most effectively...... avoided by a decomposition into sub-images and the independent blurring of each sub-image. This decomposition, however, can result in rendering artifacts at silhouettes of objects. We propose a new blur filter that increases the opacity of all pixels to avoid these artifacts at the cost of physically less...... accurate but still plausible rendering results. The proposed filter is named "opaque image blur" and is based on a glowfilter that is applied to the alpha channel. We present a highly efficient GPU-based pyramid algorithm that implements this filter for depth-of-field rendering. Moreover, we demonstrate...

  14. 6-DoF Haptic Rendering Using Continuous Collision Detection between Points and Signed Distance Fields.

    Science.gov (United States)

    Hongyi Xu; Barbic, Jernej

    2017-01-01

    We present an algorithm for fast continuous collision detection between points and signed distance fields, and demonstrate how to robustly use it for 6-DoF haptic rendering of contact between objects with complex geometry. Continuous collision detection is often needed in computer animation, haptics, and virtual reality applications, but has so far only been investigated for polygon (triangular) geometry representations. We demonstrate how to robustly and continuously detect intersections between points and level sets of the signed distance field. We suggest using an octree subdivision of the distance field for fast traversal of distance field cells. We also give a method to resolve continuous collisions between point clouds organized into a tree hierarchy and a signed distance field, enabling rendering of contact between rigid objects with complex geometry. We investigate and compare two 6-DoF haptic rendering methods now applicable to point-versus-distance field contact for the first time: continuous integration of penalty forces, and a constraint-based method. An experimental comparison to discrete collision detection demonstrates that the continuous method is more robust and can correctly resolve collisions even under high velocities and during complex contact.

  15. Procedural generation and real-time rendering of a marine ecosystem

    Institute of Scientific and Technical Information of China (English)

    Rong LI; Xin DING; Jun-hao YU; Tian-yi GAO; Wen-ting ZHENG; Rui WANG; Hu-jun BAO

    2014-01-01

    Underwater scene is one of the most marvelous environments in the world. In this study, we present an efficient procedural modeling and rendering system to generate marine ecosystems for swim-through graphic applications. To produce realistic and natural underwater scenes, several techniques and algorithms have been presented and introduced. First, to distribute sealife naturally on a seabed, we employ an ecosystem simulation that considers the infl uence of the underwater environment. Second, we propose a two-level procedural modeling system to generate sealife with unique biological features. At the base level, a series of grammars are designed to roughly represent underwater sealife on a central processing unit (CPU). Then at the fi ne level, additional details of the sealife are created and rendered using graphic processing units (GPUs). Such a hybrid CPU-GPU framework best adopts sequential and parallel computation in modeling a marine ecosystem, and achieves a high level of performance. Third, the proposed system integrates dynamic simulations in the proposed procedural modeling process to support dynamic interactions between sealife and the underwater environment, where interactions and physical factors of the environment are formulated into parameters and control the geometric generation at the fi ne level. Results demonstrate that this system is capable of generating and rendering scenes with massive corals and sealife in real time.

  16. A proxy method for real-time 3-DOF haptic rendering of streaming point cloud data.

    Science.gov (United States)

    Rydén, Fredrik; Chizeck, Howard Jay

    2013-01-01

    This paper presents a new haptic rendering method for streaming point cloud data. It provides haptic rendering of moving physical objects using data obtained from RGB-D cameras. Thus, real-time haptic interaction with moving objects can be achieved using noncontact sensors. This method extends "virtual coupling"-based proxy methods in a way that does not require preprocessing of points and allows for spatial point cloud discontinuities. The key ideas of the algorithm are iterative motion of the proxy with respect to the points, and the use of a variable proxy step size that results in better accuracy for short proxy movements and faster convergence for longer movements. This method provides highly accurate haptic interaction for geometries in which the proxy can physically fit. Another advantage is a significant reduction in the risk of "pop through" during haptic interaction with dynamic point clouds, even in the presence of noise. This haptic rendering method is computationally efficient; it can run in real time on available personal computers without the need for downsampling of point clouds from commercially available depth cameras.

  17. A Fast Ambient Occlusion Method for Real-Time Plant Rendering

    Institute of Scientific and Technical Information of China (English)

    Jun Teng; Marc Jaeger; Bao-Gang HU

    2007-01-01

    Global illumination effects are crucial for virtual plant rendering. Whereas real-time global illumination rendering of plants is impractical, ambient occlusion is an efficient alternative approximation. A tree model with millions of triangles is common, and the triangles can be considered as randomly distributed. The existing ambient occlusion methods fail to apply on such a type of object. In this paper, we present a new ambient occlusion method dedicated to real time plant rendering with limited user interaction. This method is a three-step ambient occlusion calculation framework which is suitable for a huge number of geometry objects distributed randomly in space. The complexity of the proposed algorithm is O(n), compared to the conventional methods with complexities of O(n2). Furthermore, parameters in this method can be easily adjusted to achieve flexible ambient occlusion effects. With this ambient occlusion calculation method, we can manipulate plant models with millions of organs, as well as geometry objects with large number of randomly distributed components with affordable time, and with perceptual quality comparable to the previous ambient occlusion methods.

  18. Misrepresentation of surface rendering of pediatric brain malformations performed following spatial normalization.

    Science.gov (United States)

    Wallis, L I; Widjaja, E; Wignall, E L; Wilkinson, I D; Griffiths, P D

    2006-12-01

    To evaluate the effects of spatial normalization on volume rendering in cases of pediatric brain malformation. Three-dimensional (3D) T1-weighted volume datasets were acquired in three children, one with pachygyria, one with a Dandy-Walker malformation associated with polymicrogyria, and one with dysgenesis of the corpus callosum. On the non-normalized datasets, the skull margins were cropped and the remainder stripped with the brain extraction technique (BET). The data were also normalized into standard anatomic reference space using pediatric templates prior to the BET script. The surface constructions obtained by both techniques were then compared for geometric distortions. Normalization of 3D datasets resulted in significant distortions in the shape of the brain, with increased anterior-posterior dimensions and narrower transverse diameter in all three cases. In two cases, there were alterations in the appearance of the gyri and sulci, leading to a potential misinterpretation of the volume-rendered surface when the gyri and sulci were in fact normal. In pediatric brain, particularly those with congenital brain anomalies, normalization as a post-processing step should be avoided as this may lead to misrepresentation of brain morphometry.

  19. CT portography by multidetector helical CT. Comparison of three rendering models

    Energy Technology Data Exchange (ETDEWEB)

    Nakayama, Yoshiharu; Imuta, Masanori; Funama, Yoshinori; Kadota, Masataka; Utsunomiya, Daisuke; Shiraishi, Shinya; Hayashida, Yoshiko; Yamashita, Yasuyuki [Kumamoto Univ. (Japan). School of Medicine

    2002-12-01

    The purpose of this study was to assess the value of multidetector CT portography in visualizing varices and portosystemic collaterals in comparison with conventional portography, and to compare the visualizations obtained by three rendering models (volume rendering, VR; minimum intensity projection, MIP; and shaded surface display, SSD). A total of 46 patients with portal hypertension were examined by CT and conventional portography for evaluation of portosystemic collaterals. CT portography was performed by multidetector CT (MD-CT) scanner with a slice thickness of 2.5 mm and table feed of 7.5 mm. Three types of CT portographic models were generated and compared with transarterial portography. Among 46 patients, 48 collaterals were identified on CT transverse images, while 38 collaterals were detected on transarterial portography. Forty-four of 48 collaterals identified on CT transverse images were visualized with the MIP model, while 34 and 29 collaterals were visualized by the VR and SSD methods, respectively. The average CT value for the portal vein and varices was 198 HU with data acquisition of 50 sec after contrast material injection. CT portography by multidetector CT provides excellent images in the visualization of portosystemic collaterals. The images of collaterals produced by MD-CT are superior to those of transarterial portography. Among the three rendering techniques, MIP provides the best visualization of portosystemic collaterals. (author)

  20. Approximate iterative algorithms

    CERN Document Server

    Almudevar, Anthony Louis

    2014-01-01

    Iterative algorithms often rely on approximate evaluation techniques, which may include statistical estimation, computer simulation or functional approximation. This volume presents methods for the study of approximate iterative algorithms, providing tools for the derivation of error bounds and convergence rates, and for the optimal design of such algorithms. Techniques of functional analysis are used to derive analytical relationships between approximation methods and convergence properties for general classes of algorithms. This work provides the necessary background in functional analysis a

  1. Real-Time Rendering of Teeth with No Preprocessing

    DEFF Research Database (Denmark)

    Larsen, Christian Thode; Frisvad, Jeppe Revall; Jensen, Peter Dahl Ejby

    2012-01-01

    We present a technique for real-time rendering of teeth with no need for computational or artistic preprocessing. Teeth constitute a translucent material consisting of several layers; a highly scattering material (dentine) beneath a semitransparent layer (enamel) with a transparent coating (saliva......). In this study we examine how light interacts with this multilayered structure. In the past, rendering of teeth has mostly been done using image-based texturing or volumetric scans. We work with surface scans and have therefore developed a simple way of estimating layer thicknesses. We use scattering properties...... based on measurements reported in the optics literature, and we compare rendered results qualitatively to images of ceramic teeth created by denturists....

  2. Universal Rendering Mechanism Supporting Dual-Mode Presentation

    Institute of Scientific and Technical Information of China (English)

    徐鹏; 杨文军; 王克宏

    2003-01-01

    XML is a standard for the exchange of business data that is completely platform and vendor neutral. Because XML data comes in many forms, one of the most important technologies needed for XML applications is the ability to convert the data into visible renderings. This paper focuses on the rendering of XML/XSL documents into a readable and printable format by means of a platform-independent process that enables high-quality printing of the product. This paper introduces the core components in the data rendering engine, the X2P server and different levels of object abstraction. The design pattern and the complete formatting and representation of the XSL stylesheet into different types of output formats in the X2P server are also given. The results show that the X2P sever simultaneously constructs the formatting object tree and the area tree in a very efficient design that saves execution time and memory.

  3. Virtual try-on through image-based rendering.

    Science.gov (United States)

    Hauswiesner, Stefan; Straka, Matthias; Reitmayr, Gerhard

    2013-09-01

    Virtual try-on applications have become popular because they allow users to watch themselves wearing different clothes without the effort of changing them physically. This helps users to make quick buying decisions and, thus, improves the sales efficiency of retailers. Previous solutions usually involve motion capture, 3D reconstruction or modeling, which are time consuming and not robust for all body poses. Our method avoids these steps by combining image-based renderings of the user and previously recorded garments. It transfers the appearance of a garment recorded from one user to another by matching input and recorded frames, image-based visual hull rendering, and online registration methods. Using images of real garments allows for a realistic rendering quality with high performance. It is suitable for a wide range of clothes and complex appearances, allows arbitrary viewing angles, and requires only little manual input. Our system is particularly useful for virtual try-on applications as well as interactive games.

  4. Efficient rendering of breaking waves using MPS method

    Institute of Scientific and Technical Information of China (English)

    WANG Qiang; ZHENG Yao; CHEN Chun; FUJIMOTO Tadahiro; CHIBA Norishige

    2006-01-01

    This paper proposes an approach for rendering breaking waves out of large-scale ofparticle-based simulation. Moving particle semi-implicit (MPS) is used to solve the governing equation, and 2D simulation is expanded to 3D representation by giving motion variation using fractional Brownian motion (fBm). The waterbody surface is reconstructed from the outlines of 2D simulation. The splashing effect is computed according to the properties of the particles. Realistic features of the wave are rendered on GPU, including the reflective and refractive effect and the effect of splash. Experiments showed that the proposed method can simulate large scale breaking waves efficiently.

  5. Beaming teaching application: recording techniques for spatial xylophone sound rendering

    DEFF Research Database (Denmark)

    Markovic, Milos; Madsen, Esben; Olesen, Søren Krarup;

    2012-01-01

    BEAMING is a telepresence research project aiming at providing a multimodal interaction between two or more participants located at distant locations. One of the BEAMING applications allows a distant teacher to give a xylophone playing lecture to the students. Therefore, rendering of the xylophone...... played at student's location is required at teacher's site. This paper presents a comparison of different recording techniques for a spatial xylophone sound rendering. Directivity pattern of the xylophone was measured and spatial properties of the sound field created by a xylophone as a distributed sound...

  6. Chromium Renderserver: Scalable and Open Source Remote RenderingInfrastructure

    Energy Technology Data Exchange (ETDEWEB)

    Paul, Brian; Ahern, Sean; Bethel, E. Wes; Brugger, Eric; Cook,Rich; Daniel, Jamison; Lewis, Ken; Owen, Jens; Southard, Dale

    2007-12-01

    Chromium Renderserver (CRRS) is software infrastructure thatprovides the ability for one or more users to run and view image outputfrom unmodified, interactive OpenGL and X11 applications on a remote,parallel computational platform equipped with graphics hardwareaccelerators via industry-standard Layer 7 network protocolsand clientviewers. The new contributions of this work include a solution to theproblem of synchronizing X11 and OpenGL command streams, remote deliveryof parallel hardware-accelerated rendering, and a performance analysis ofseveral different optimizations that are generally applicable to avariety of rendering architectures. CRRSis fully operational, Open Sourcesoftware.

  7. FluoRender: An application of 2D image space methods for 3D and 4D confocal microscopy data visualization in neurobiology research

    KAUST Repository

    Wan, Yong

    2012-02-01

    2D image space methods are processing methods applied after the volumetric data are projected and rendered into the 2D image space, such as 2D filtering, tone mapping and compositing. In the application domain of volume visualization, most 2D image space methods can be carried out more efficiently than their 3D counterparts. Most importantly, 2D image space methods can be used to enhance volume visualization quality when applied together with volume rendering methods. In this paper, we present and discuss the applications of a series of 2D image space methods as enhancements to confocal microscopy visualizations, including 2D tone mapping, 2D compositing, and 2D color mapping. These methods are easily integrated with our existing confocal visualization tool, FluoRender, and the outcome is a full-featured visualization system that meets neurobiologists\\' demands for qualitative analysis of confocal microscopy data. © 2012 IEEE.

  8. Multispectral image classification of MRI data using an empirically-derived clustering algorithm

    Energy Technology Data Exchange (ETDEWEB)

    Horn, K.M.; Osbourn, G.C.; Bouchard, A.M. [Sandia National Labs., Albuquerque, NM (United States); Sanders, J.A. [Univ. of New Mexico, Albuquerque, NM (United States)]|[VA Hospital, Albuquerque, NM (United States)

    1998-08-01

    Multispectral image analysis of magnetic resonance imaging (MRI) data has been performed using an empirically-derived clustering algorithm. This algorithm groups image pixels into distinct classes which exhibit similar response in the T{sub 2} 1st and 2nd-echo, and T{sub 1} (with ad without gadolinium) MRI images. The grouping is performed in an n-dimensional mathematical space; the n-dimensional volumes bounding each class define each specific tissue type. The classification results are rendered again in real-space by colored-coding each grouped class of pixels (associated with differing tissue types). This classification method is especially well suited for class volumes with complex boundary shapes, and is also expected to robustly detect abnormal tissue classes. The classification process is demonstrated using a three dimensional data set of MRI scans of a human brain tumor.

  9. Remote parallel rendering for high-resolution tiled display walls

    KAUST Repository

    Nachbaur, Daniel

    2014-11-01

    © 2014 IEEE. We present a complete, robust and simple to use hardware and software stack delivering remote parallel rendering of complex geometrical and volumetric models to high resolution tiled display walls in a production environment. We describe the setup and configuration, present preliminary benchmarks showing interactive framerates, and describe our contributions for a seamless integration of all the software components.

  10. Light Field Rendering for Head Mounted Displays using Pixel Reprojection

    DEFF Research Database (Denmark)

    Hansen, Anne Juhler; Kraus, Martin; Klein, Jákup

    2017-01-01

    of the information of the different images is redundant, we use pixel reprojection from the corner cameras to compute the remaining images in the light field. We compare the reprojected images with directly rendered images in a user test. In most cases, the users were unable to distinguish the images. In extreme...

  11. An experiment on the color rendering of different light sources

    Science.gov (United States)

    Fumagalli, Simonetta; Bonanomi, Cristian; Rizzi, Alessandro

    2013-02-01

    The color rendering index (CRI) of a light source attempts to measure how much the color appearance of objects is preserved when they are illuminated by the given light source. This problem is of great importance for various industrial and scientific fields, such as lighting architecture, design, ergonomics, etc. Usually a light source is specified through the Correlated Color Temperature or CCT. However two (or more) light sources with the same CCT but different spectral power distribution can exist. Therefore color samples viewed under two light sources with equal CCTs can appear different. Hence, the need for a method to assess the quality of a given illuminant in relation to color. Recently CRI has had a renewed interest because of the new LED-based lighting systems. They usually have a color rendering index rather low, but good preservation of color appearance and a pleasant visual appearance (visual appeal). Various attempts to develop a new color rendering index have been done so far, but still research is working for a better one. This article describes an experiment performed by human observers concerning the appearance preservation of color under some light sources, comparing it with a range of available color rendering indices.

  12. Interacting with Stroke-Based Rendering on a Wall Display

    NARCIS (Netherlands)

    Grubert, Jens; Hanckock, Mark; Carpendale, Sheelagh; Tse, Edward; Isenberg, Tobias

    2007-01-01

    We introduce two new interaction techniques for creating and interacting with non-photorealistic images using stroke-based rendering. We provide bimanual control of a large interactive canvas through both remote pointing and direct touch. Remote pointing allows people to sit and interact at a distan

  13. Selection of plasters and renders for salt laden masonry substrates

    NARCIS (Netherlands)

    Groot, C.; Hees, R.P.J. van; Wijffels, T.J.

    2009-01-01

    The choice of a repair plaster or render by architects often appears to be the result of fortuitous circumstances, such as prior experience with a plaster or a recommendation by a producer. Seldom is the choice based on a sound assessment of the state of the building and the wall that is to be repai

  14. Depth-Dependent Halos : Illustrative Rendering of Dense Line Data

    NARCIS (Netherlands)

    Everts, Maarten H.; Bekker, Henk; Roerdink, Jos B.T.M.; Isenberg, Tobias

    2009-01-01

    We present a technique for the illustrative rendering of 3D line data at interactive frame rates. We create depth-dependent halos around lines to emphasize tight line bundles while less structured lines are de-emphasized. Moreover, the depth-dependent halos combined with depth cueing via line width

  15. Virtual Environment of Real Sport Hall and Analyzing Rendering Quality

    Directory of Open Access Journals (Sweden)

    Filip Popovski

    2015-02-01

    Full Text Available Here is presented virtual environment of a real sport hall created in Quest3D VR Edition. All analyzes of the rendering quality, techniques of interaction and performance of the system in real time are presented. We made critical analysis on all of these techniques on different machines and have excellent results.

  16. Interacting with Stroke-Based Rendering on a Wall Display

    NARCIS (Netherlands)

    Grubert, Jens; Hanckock, Mark; Carpendale, Sheelagh; Tse, Edward; Isenberg, Tobias

    2007-01-01

    We introduce two new interaction techniques for creating and interacting with non-photorealistic images using stroke-based rendering. We provide bimanual control of a large interactive canvas through both remote pointing and direct touch. Remote pointing allows people to sit and interact at a

  17. 7 CFR 54.1016 - Advance information concerning service rendered.

    Science.gov (United States)

    2010-01-01

    ... 7 Agriculture 3 2010-01-01 2010-01-01 false Advance information concerning service rendered. 54..., Processing, and Packaging of Livestock and Poultry Products § 54.1016 Advance information concerning service... MARKETING SERVICE (Standards, Inspections, Marketing Practices), DEPARTMENT OF AGRICULTURE...

  18. 7 CFR 53.17 - Advance information concerning service rendered.

    Science.gov (United States)

    2010-01-01

    ... 7 Agriculture 3 2010-01-01 2010-01-01 false Advance information concerning service rendered. 53.17... (CONTINUED) LIVESTOCK (GRADING, CERTIFICATION, AND STANDARDS) Regulations Service § 53.17 Advance information... SERVICE (Standards, Inspections, Marketing Practices), DEPARTMENT OF AGRICULTURE (CONTINUED)...

  19. Fast Rendering of Realistic Virtual Character in Game Scene

    Directory of Open Access Journals (Sweden)

    Mengzhao Yang

    2013-07-01

    Full Text Available Human skin is made up of multiple translucent layers and rendering of skin appearance usually acquire complex modeling and massive calculation. In some practical applications such as 3D game development, we not only approximate the realistic looking skin but also develop efficient method to implement easily for meeting needs of real-time rendering. In this study, we solve the problem of wrap lighting and introduce a surface details approximation method to give realistic rendering of virtual character. Our method considers that different thicknesses of geometry on the skin surface can result in different scattering degree of incident light and so pre-calculate the diffuse falloff into a look-up texture. Also, we notice that scattering is strongly color dependent and small bumps are common on the skin surface and so pre-soften the finer details on the skin surface according to the R/G/B channel. At last, we linearly interpolate the diffuse lighting with different scattering degree from the look-up texture sampled with the curvature and NdotL. Experiment results show that the proposed approach yields realistic virtual character and obtains high frames per second in real-time rendering.

  20. Unsteady flow volumes

    Energy Technology Data Exchange (ETDEWEB)

    Becker, B.G.; Lane, D.A.; Max, N.L.

    1995-03-01

    Flow volumes are extended for use in unsteady (time-dependent) flows. The resulting unsteady flow volumes are the 3 dimensional analog of streamlines. There are few examples where methods other than particle tracing have been used to visualize time varying flows. Since particle paths can become convoluted in time there are additional considerations to be made when extending any visualization technique to unsteady flows. We will present some solutions to the problems which occur in subdivision, rendering, and system design. We will apply the unsteady flow volumes to a variety of field types including moving multi-zoned curvilinear grids.

  1. Roughness preserving filter design to remove spatial noise from stereoscopic skin images for stable haptic rendering.

    Science.gov (United States)

    Lee, K; Kim, M; Lee, O; Kim, K

    2017-08-01

    A problem in skin rendering with haptic feedback is the reconstruction of accurate 3D skin surfaces from stereo skin images to be used for touch interactions. This problem also encompasses the issue of how to accurately remove haptic spatial noise caused by the construction of disparity maps from stereo skin images, while minimizing the loss of the original skin roughness for cloning real tough textures without errors. Since the haptic device is very sensitive to high frequencies, even small amounts of noise can cause serious system errors including mechanical oscillations and unexpected exerting forces. Therefore, there is a need to develop a noise removal algorithm that preserves haptic roughness. A new algorithm for a roughness preserving filter (RPF) that adaptively removes spatial noise, is proposed. The algorithm uses the disparity control parameter (λ) and noise control parameter (k), obtained from singular value decomposition of a disparity map. The parameter k determines the amount of noise to be removed, and the optimum value of k is automatically chosen based on a threshold of gradient angles of roughness (Ra ). The RPF algorithm was implemented and verified with three real skin images. Evaluation criteria include preserved roughness quality and removed noise. Mean squared error (MSE), peak signal to noise ratio (PSNR), and objective roughness measures Ra and Rq were used for evaluation, and the results were compared against a median filter. The results show that the proposed RPF algorithm is a promising technology for removing noise and retaining maximized roughness, which guarantees stable haptic rendering for skin roughness. The proposed RPF is a promising technology because it allows for any stereo image to be filtered without the risk of losing the original roughness. In addition, the algorithm runs automatically for any given stereo skin image with relation to the disparity parameter λ, and the roughness parameters Ra or Rq are given priority

  2. 9 CFR 315.1 - Carcasses and parts passed for cooking; rendering into lard or tallow.

    Science.gov (United States)

    2010-01-01

    ...; rendering into lard or tallow. 315.1 Section 315.1 Animals and Animal Products FOOD SAFETY AND INSPECTION... PARTS PASSED FOR COOKING § 315.1 Carcasses and parts passed for cooking; rendering into lard or tallow... subchapter or rendered into tallow, provided such rendering is done in the following manner: (a) When...

  3. Chromium Renderserver: scalable and open remote rendering infrastructure.

    Science.gov (United States)

    Paul, Brian; Ahern, Sean; Bethel, E Wes; Brugger, Eric; Cook, Rich; Daniel, Jamison; Lewis, Ken; Owen, Jens; Southard, Dale

    2008-01-01

    Chromium Renderserver (CRRS) is software infrastructure that provides the ability for one or more users to run and view image output from unmodified, interactive OpenGL and X11 applications on a remote, parallel computational platform equipped with graphics hardware accelerators via industry-standard Layer 7 network protocols and client viewers. The new contributions of this work include a solution to the problem of synchronizing X11 and OpenGL command streams, remote delivery of parallel hardware accelerated rendering, and a performance analysis of several different optimizations that are generally applicable to a variety of rendering architectures. CRRS is fully operational, Open Source software. imagery and sending it to a remote viewer.

  4. Tactile display for virtual 3D shape rendering

    CERN Document Server

    Mansutti, Alessandro; Bordegoni, Monica; Cugini, Umberto

    2017-01-01

    This book describes a novel system for the simultaneous visual and tactile rendering of product shapes which allows designers to simultaneously touch and see new product shapes during the conceptual phase of product development. This system offers important advantages, including potential cost and time savings, compared with the standard product design process in which digital 3D models and physical prototypes are often repeatedly modified until an optimal design is achieved. The system consists of a tactile display that is able to represent, within a real environment, the shape of a product. Designers can explore the rendered surface by touching curves lying on the product shape, selecting those curves that can be considered style features and evaluating their aesthetic quality. In order to physically represent these selected curves, a flexible surface is modeled by means of servo-actuated modules controlling a physical deforming strip. The tactile display is designed so as to be portable, low cost, modular,...

  5. Binaural technology for e.g. rendering auditory virtual environments

    DEFF Research Database (Denmark)

    Hammershøi, Dorte

    2008-01-01

    , helped mediate the understanding that if the transfer functions could be mastered, then important dimensions of the auditory percept could also be controlled. He early understood the potential of using the HRTFs and numerical sound transmission analysis programs for rendering auditory virtual...... environments. Jens Blauert participated in many European cooperation projects exploring  this field (and others), among other the SCATIS project addressing the auditory-tactile dimensions in the absence of visual information....

  6. Haptic Rendering Techniques for Non-Physical, Command Decision Support

    Science.gov (United States)

    2004-04-01

    tactile and haptic rendering techniques. BACKGROUND Usually visualizing battlefield implies maps, computer screens filled with information and perhaps 3...Traditional 2-D Screens 3-D stereo glasses HMD CAVE Audio Haptics Level 1, 2 3 …..Fusion - Estimates INTEL SATELLITE RAW DATA Transforms...sensory modes of data presentation Haptics Tactile 8-14 Virtual Lexicon Haptic feedback The sensation of weight or resistance in a virtual world. (from

  7. Rendering Optical Effects Based on Spectra Representation in Complex Scenes

    OpenAIRE

    Dong, Weiming

    2006-01-01

    http://www.springerlink.com/; Rendering the structural color of natural objects or modern industrial products in the 3D environment is not possible with RGB-based graphics platforms and software and very time consuming, even with the most efficient spectra representation based methods previously proposed. Our framework allows computing full spectra light object interactions only when it is needed, i.e. for the part of the scene that requires simulating special spectra sensitive phenomena. Ach...

  8. High dynamic range (HDR) virtual bronchoscopy rendering for video tracking

    Science.gov (United States)

    Popa, Teo; Choi, Jae

    2007-03-01

    In this paper, we present the design and implementation of a new rendering method based on high dynamic range (HDR) lighting and exposure control. This rendering method is applied to create video images for a 3D virtual bronchoscopy system. One of the main optical parameters of a bronchoscope's camera is the sensor exposure. The exposure adjustment is needed since the dynamic range of most digital video cameras is narrower than the high dynamic range of real scenes. The dynamic range of a camera is defined as the ratio of the brightest point of an image to the darkest point of the same image where details are present. In a video camera exposure is controlled by shutter speed and the lens aperture. To create the virtual bronchoscopic images, we first rendered a raw image in absolute units (luminance); then, we simulated exposure by mapping the computed values to the values appropriate for video-acquired images using a tone mapping operator. We generated several images with HDR and others with low dynamic range (LDR), and then compared their quality by applying them to a 2D/3D video-based tracking system. We conclude that images with HDR are closer to real bronchoscopy images than those with LDR, and thus, that HDR lighting can improve the accuracy of image-based tracking.

  9. Partition of biocides between water and inorganic phases of renders with organic binder

    DEFF Research Database (Denmark)

    Urbanczyk, Michal M; Bollmann, Ulla E; Bester, Kai

    2016-01-01

    , the partition of biocides between water and inorganic phases of render with organic binder was investigated. The partition constants of carbendazim, diuron, iodocarb, isoproturon, cybutryn (irgarol), octylisothiazolinone, terbutryn, and tebuconazole towards minerals typically used in renders, e.g. barite...... with render-water distribution constants of two artificially made renders showed that the distribution constants can be estimated based on partition constants of compounds for individual components of the render....

  10. Toward the light field display: autostereoscopic rendering via a cluster of projectors.

    Science.gov (United States)

    Yang, Ruigang; Huang, Xinyu; Li, Sifang; Jaynes, Christopher

    2008-01-01

    Ultimately, a display device should be capable of reproducing the visual effects observed in reality. In this paper we introduce an autostereoscopic display that uses a scalable array of digital light projectors and a projection screen augmented with microlenses to simulate a light field for a given three-dimensional scene. Physical objects emit or reflect light in all directions to create a light field that can be approximated by the light field display. The display can simultaneously provide many viewers from different viewpoints a stereoscopic effect without head tracking or special viewing glasses. This work focuses on two important technical problems related to the light field display; calibration and rendering. We present a solution to automatically calibrate the light field display using a camera and introduce two efficient algorithms to render the special multi-view images by exploiting their spatial coherence. The effectiveness of our approach is demonstrated with a four-projector prototype that can display dynamic imagery with full parallax.

  11. Vibrotactile Rendering of Human Emotions on the Manifold of Facial Expressions

    Directory of Open Access Journals (Sweden)

    Shafiq ur Réhman

    2008-07-01

    Full Text Available Facial expressions play an important role in every day social interaction. To enhance the daily life experience for the visually impaired, we present the Facial Expression Appearance vibroTactile System (FEATS, which uses a vibrotactile chair as the social interface for the visually impaired. An array of vibrating motors are mounted spatially on the back of an office chair. The Locally Linear Embedding (LLE algorithm is extended to compute the manifold of facial expressions, which is used to control vibration of motors to render emotions. Thus, the chair could provide the visually impaired with on-line dynamic emotion information about the person he/she is communicating with. Usability evaluation of the system is carried out. The results are encouraging and demonstrate usability for the visually impaired. The user studies show that perfect recognition accuracy of emotion type is achieved by the FEATS.

  12. 3DScene Global Illumination Rendering Research%3D场景全局光照研究与实现

    Institute of Scientific and Technical Information of China (English)

    王芳; 王天顺

    2014-01-01

    With the high development of network technology, 3D scene is more and more applied in people's lives, the demand of experience increases.A real 3D scene rendering requires the establishment of corresponding physical illumination model, con-sidering the multiple reflection and refraction of light in the process ofLight propagation. According to the characteristic of the ob-ject surface reflection of light, can establish physical model, focuses on the Phong model. The true light rendering algorithm main-ly have two kinds, raytracing and radiosity algorithms, respectively, analyzed two kinds of algorithm principle and implementation details, and use two kinds of algorithms achieve rendering 3D scenes, and the experimental results are analyzed and compared.%随着科技的发展网络的提速,人们对于3D场景的应用越来越多,体验需求不断提高。3D场景的真实感绘制需要建立相应的物理光照模型,考虑光线传播过程中的多次反射折射现象。根据物体表面对光线的反射特性,可以建立物理模型,重点介绍了Phong模型。真实感光照绘制算法主要有两种,光线追踪和辐射度算法,分别分析了两种算法实现原理和实现细节,并分别使用两种算法实现3D场景的绘制,对实验结果进行了分析比较。

  13. Accurate representation of interference colours (Michel-Lévy chart): from rendering to image colour correction.

    Science.gov (United States)

    Linge Johnsen, S A; Bollmann, J; Lee, H W; Zhou, Y

    2017-09-21

    Here a work flow towards an accurate representation of interference colours (Michel-Lévy chart) digitally captured on a polarised light microscope using dry and oil immersion objectives is presented. The work flow includes accurate rendering of interference colours considering the colour temperature of the light source of the microscope and chromatic adaptation to white points of RGB colour spaces as well as the colour correction of the camera using readily available colour targets. The quality of different colour correction profiles was tested independently on an IT8.7/1 target. The best performing profile was using the XYZ cLUT algorithm and it revealed a ΔE00 of 1.9 (6.4 no profile) at 5× and 1.1 (8.4 no profile) at 100× magnification, respectively. The overall performance of the workflow was tested by comparing rendered interference colours with colour-corrected images of a quartz wedge captured over a retardation range from 80-2500 nm at 5× magnification. Uncorrected images of the quartz wedge in sRGB colour space revealed a mean ΔE00 of 12.3, which could be reduced to a mean of 4.9 by applying a camera correction profile based on an IT8.7/1 target and the Matrix only algorithm (ΔE00 < 1.0 signifies colour differences imperceptible by the human eye). ΔE00 varied significantly over the retardation range of 80-2500 nm of the quartz wedge, but the reasons for this variation is not well understood and the quality of colour correction might be further improved in future by using custom made colour targets specifically designed for the analysis of high-order interference colours. © 2017 The Authors Journal of Microscopy © 2017 Royal Microscopical Society.

  14. Volumetric rendering and metrology of spherical gradient refractive index lens imaged by angular scan optical coherence tomography system.

    Science.gov (United States)

    Yao, Jianing; Thompson, Kevin P; Ma, Bin; Ponting, Michael; Rolland, Jannick P

    2016-08-22

    In this paper, we develop the methodology, including the refraction correction, geometrical thickness correction, coordinate transformation, and layer segmentation algorithms, for 3D rendering and metrology of a layered spherical gradient refractive index (S-GRIN) lens based on the imaging data collected by an angular scan optical coherence tomography (OCT) system. The 3D mapping and rendering enables direct 3D visualization and internal defect inspection of the lens. The metrology provides assessment of the surface geometry, the lens thickness, the radii of curvature of the internal layer interfaces, and the misalignment of the internal S-GRIN distribution with respect to the lens surface. The OCT metrology results identify the manufacturing defects, and enable targeted process development for optimizing the manufacturing parameters. The newly fabricated S-GRIN lenses show up to a 7x spherical aberration reduction that allows a significantly increased utilizable effective aperture.

  15. Extinction-Optimized Volume Illumination.

    Science.gov (United States)

    Ament, Marco; Zirr, Tobias; Dachsbacher, Carsten

    2016-05-16

    We present a novel method to optimize the attenuation of light for the single scattering model in direct volume rendering. A common problem of single scattering is the high dynamic range between lit and shadowed regions due to the exponential attenuation of light along a ray. Moreover, light is often attenuated too strong between a sample point and the camera, hampering the visibility of important features. Our algorithm employs an importance function to selectively illuminate important structures and make them visible from the camera. With the importance function, more light can be transmitted to the features of interest, while contextual structures cast shadows which provide visual cues for perception of depth. At the same time, more scattered light is transmitted from the sample point to the camera to improve the primary visibility of important features. We formulate a minimization problem that automatically determines the extinction along a view or shadow ray to obtain a good balance between sufficient transmittance and attenuation. In contrast to previous approaches, we do not require a computationally expensive solution of a global optimization, but instead provide a closed-form solution for each sampled extinction value along a view or shadow ray and thus achieve interactive performance.

  16. A survey on hair modeling: styling, simulation, and rendering.

    Science.gov (United States)

    Ward, Kelly; Bertails, Florence; Kim, Tae-Yong; Marschner, Stephen R; Cani, Marie-Paule; Lin, Ming C

    2007-01-01

    Realistic hair modeling is a fundamental part of creating virtual humans in computer graphics. This paper surveys the state of the art in the major topics of hair modeling: hairstyling, hair simulation, and hair rendering. Because of the difficult, often unsolved problems that arise in all these areas, a broad diversity of approaches are used, each with strengths that make it appropriate for particular applications. We discuss each of these major topics in turn, presenting the unique challenges facing each area and describing solutions that have been presented over the years to handle these complex issues. Finally, we outline some of the remaining computational challenges in hair modeling.

  17. Software System for Vocal Rendering of Printed Documents

    Directory of Open Access Journals (Sweden)

    Marian DARDALA

    2008-01-01

    Full Text Available The objective of this paper is to present a software system architecture developed to render the printed documents in a vocal form. On the other hand, in the paper are described the software solutions that exist as software components and are necessary for documents processing as well as for multimedia device controlling used by the system. The usefulness of this system is for people with visual disabilities that can access the contents of documents without that they be printed in Braille system or to exist in an audio form.

  18. An example of quantum imaging: rendering an object undetectable

    CERN Document Server

    Ataman, Stefan

    2016-01-01

    In this paper we propose and analyse a Gedankenexperiment involving three non-linear crystals and two objects inserted in the idler beams. We show that, besides the behaviour that can be extrapolated from previous experiments involving two crystals and one object, we are able to predict a new effect: under certain circumstances, one of the objects can be rendered undetectable to any single detection rate on the signal photons with discarded idler photons. This effect could find applications in future developments of quantum imaging techniques.

  19. An example of quantum imaging: rendering an object undetectable

    Science.gov (United States)

    Ataman, Stefan

    2016-06-01

    In this paper we propose and analyse a Gedankenexperiment involving three non-linear crystals and two objects inserted in the idler beams. We show that, besides the behaviour that can be extrapolated from previous experiments involving two crystals and one object, we are able to predict a new effect: under certain circumstances, one of the objects can be rendered undetectable to any single detection rate on the signal photons with discarded idler photons. This effect could find applications in future developments of quantum imaging techniques.

  20. Partitioning of biocides between water and inorganic phases of render

    DEFF Research Database (Denmark)

    Urbanczyk, Michal; Bollmann, Ulla E.; Bester, Kai

    The use of biocides as additives for building materials has gained importance in recent years. These biocides are, e.g., applied to renders and paints to prevent them from microbial spoilage. However, these biocides can leach out into the environment. In order to better understand this leaching...... compared. The partitioning constants for calcium carbonate varied between 0.1 (isoproturon) and 1.1 (iodocarb) and 84.6 (dichlorooctylisothiazolinone), respectively. The results for barite, kaolinite and mica were in a similar range and usually the compounds with high partitioning constants for one mineral...

  1. Practical rendering and computation with Direct3D 11

    CERN Document Server

    Zink, Jason; Hoxley, Jack

    2011-01-01

    Practical Rendering and Computation with Direct3D 11 packs in documentation and in-depth coverage of basic and high-level concepts related to using Direct 3D 11 and is a top pick for any serious programming collection. … perfect for a wide range of users. Any interested in computation and multicore models will find this packed with examples and technical applications.-Midwest Book Review, October 2011The authors have generously provided us with an optimal blend of concepts and philosophy, illustrative figures to clarify the more difficult points, and source code fragments to make the ideas con

  2. Post-processing methods of rendering and visualizing 3-D reconstructed tomographic images

    Energy Technology Data Exchange (ETDEWEB)

    Wong, S.T.C. [Univ. of California, San Francisco, CA (United States)

    1997-02-01

    The purpose of this presentation is to discuss the computer processing techniques of tomographic images, after they have been generated by imaging scanners, for volume visualization. Volume visualization is concerned with the representation, manipulation, and rendering of volumetric data. Since the first digital images were produced from computed tomography (CT) scanners in the mid 1970s, applications of visualization in medicine have expanded dramatically. Today, three-dimensional (3D) medical visualization has expanded from using CT data, the first inherently digital source of 3D medical data, to using data from various medical imaging modalities, including magnetic resonance scanners, positron emission scanners, digital ultrasound, electronic and confocal microscopy, and other medical imaging modalities. We have advanced from rendering anatomy to aid diagnosis and visualize complex anatomic structures to planning and assisting surgery and radiation treatment. New, more accurate and cost-effective procedures for clinical services and biomedical research have become possible by integrating computer graphics technology with medical images. This trend is particularly noticeable in current market-driven health care environment. For example, interventional imaging, image-guided surgery, and stereotactic and visualization techniques are now stemming into surgical practice. In this presentation, we discuss only computer-display-based approaches of volumetric medical visualization. That is, we assume that the display device available is two-dimensional (2D) in nature and all analysis of multidimensional image data is to be carried out via the 2D screen of the device. There are technologies such as holography and virtual reality that do provide a {open_quotes}true 3D screen{close_quotes}. To confine the scope, this presentation will not discuss such approaches.

  3. New Advances In Multiphase Flow Numerical Modelling Using A General Domain Decomposition and Non-orthogonal Collocated Finite Volume Algorithm: Application To Industrial Fluid Catalytical Cracking Process and Large Scale Geophysical Fluids.

    Science.gov (United States)

    Martin, R.; Gonzalez Ortiz, A.

    In the industry as well as in the geophysical community, multiphase flows are mod- elled using a finite volume approach and a multicorrector algorithm in time in order to determine implicitly the pressures, velocities and volume fractions for each phase. Pressures, and velocities are generally determined at mid-half mesh step from each other following the staggered grid approach. This ensures stability and prevents os- cillations in pressure. It allows to treat almost all the Reynolds number ranges for all speeds and viscosities. The disadvantages appear when we want to treat more complex geometries or if a generalized curvilinear formulation of the conservation equations is considered. Too many interpolations have to be done and accuracy is then lost. In order to overcome these problems, we use here a similar algorithm in time and a Rhie and Chow interpolation (1983) of the collocated variables and essentially the velocities at the interface. The Rhie and Chow interpolation of the velocities at the finite volume interfaces allows to have no oscillatons of the pressure without checkerboard effects and to stabilize all the algorithm. In a first predictor step, fluxes at the interfaces of the finite volumes are then computed using 2nd and 3rd order shock capturing schemes of MUSCL/TVD or Van Leer type, and the orthogonal stress components are treated implicitly while cross viscous/diffusion terms are treated explicitly. A pentadiagonal system in 2D or a septadiagonal in 3D must be solve but here we have chosen to solve 3 tridiagonal linear systems (the so called Alternate Direction Implicit algorithm), one in each spatial direction, to reduce the cost of computation. Then a multi-correction of interpolated velocities, pressures and volumic fractions of each phase are done in the cartesian frame or the deformed local curvilinear coordinate system till convergence and mass conservation. At the end the energy conservation equations are solved. In all this process the

  4. Protein and mineral characterisation of rendered meat and bone meal.

    Science.gov (United States)

    Buckley, M; Penkman, K E H; Wess, T J; Reaney, S; Collins, M J

    2012-10-01

    We report the characterisation of meat and bone meal (MBM) standards (Set B-EFPRA) derived from cattle, sheep, pig and chicken, each rendered at four different temperatures (133, 137, 141 and 145 °C). The standards, prepared for an EU programme STRATFEED (to develop new methodologies for the detection and quantification of illegal addition of mammalian tissues in feeding stuffs), have been widely circulated and used to assess a range of methods for identification of the species composition of MBM. The overall state of mineral alteration and protein preservation as a function of temperature was monitored using small angle X-ray diffraction (SAXS), amino acid composition and racemization analyses. Progressive increases in protein damage and mineral alteration in chicken and cattle standards was observed. In the case of sheep and pig, there was greater damage to the proteins and alteration of the minerals at the lowest treatment temperature (133 °C), suggesting that the thermal treatments must have been compromised in some way. This problem has probably impacted upon the numerous studies which tested methods against these heat treatments. We use protein mass spectrometric methods to explore if thermostable proteins could be used to identify rendered MBM. In more thermally altered samples, so-called 'thermostable' proteins such as osteocalcin which has been proposed as a ideal target to speciate MBM were no longer detectable, but the structural protein type I collagen could be used to differentiate all four species, even in the most thermally altered samples.

  5. Phantom-based evaluations of two binning algorithms for four-dimensional CT reconstruction in lung cancer radiation therapy

    Institute of Scientific and Technical Information of China (English)

    Fuli Zhang; Huayong Jiang; Weidong Xu; Yadi Wang ; Qingzhi Liu; Na Lu; Diandian Chen; Bo Yao

    2014-01-01

    Objective: The purpose of this study was to evaluate the performance of the phase-binning algorithm and am-plitude-binning algorithm for four-dimensional computed tomography (4DCT) reconstruction in lung cancer radiation therapy. Methods: Quasar phantom data were used for evaluation.Aphantom of known geometry was mounted on a four-dimensional (4D) motion platform programmed with twelve respiratory waves (twelve lung patients trajectories) and scanned with a Philips Bril iance Big bore 16-slice CT simulator. The 4DCT images were reconstructed using both phase- and amplitude-binning algorithms. Internal target volumes (ITVs) of the phase- and amplitude-binned image sets were compared by evaluation of shape and volume distortions. Results: The phantom experiments il ustrated that, as expected, maximum inhalation occurred at the 0% amplitude and maximum exhalation occurred at the 50% amplitude of the amplitude-binned 4DCT image sets. The amplitude-binned algorithm rendered smal er ITV than the phase-binning algorithm. Conclusion: The amplitude-binning algorithm for 4DCT reconstruction may have a potential advantage in reducing the margin and protecting normal lung tissue from unnecessary irradiation.

  6. An Algorithm for Learning the Essential Graph

    CERN Document Server

    Noble, John M

    2010-01-01

    This article presents an algorithm for learning the essential graph of a Bayesian network. The basis of the algorithm is the Maximum Minimum Parents and Children algorithm developed by previous authors, with three substantial modifications. The MMPC algorithm is the first stage of the Maximum Minimum Hill Climbing algorithm for learning the directed acyclic graph of a Bayesian network, introduced by previous authors. The MMHC algorithm runs in two phases; firstly, the MMPC algorithm to locate the skeleton and secondly an edge orientation phase. The computationally expensive part is the edge orientation phase. The first modification introduced to the MMPC algorithm, which requires little additional computational cost, is to obtain the immoralities and hence the essential graph. This renders the edge orientation phase, the computationally expensive part, unnecessary, since the entire Markov structure that can be derived from data is present in the essential graph. Secondly, the MMPC algorithm can accept indepen...

  7. 码书自适应的大规模体数据矢量量化算法%A CODEBOOK ADAPTIVE VECTOR QUANTISATION ALGORITHM FOR LARGE SCALE VOLUME DATA

    Institute of Scientific and Technical Information of China (English)

    张强; 金义富

    2013-01-01

    针对大规模体数据矢量量化VQ(Vector Quantisation)编码时间长的问题,提出一种基于图形处理器的码书自适应的大规模体数据矢量量化算法.该算法首先提取原始体数据密度分布特征,据此选取合适的初始码书生成算法,将矢量数据分批先后载入图形处理器进行并行计算,每读入一批数据,根据该批数据的码准值对第一批数据产生的码书进行优化及扩充,随后完成该批数据的编码.实验结果表明,该算法提高了图像的编码速度及还原质量,明显缩短了图像的压缩时间,同时保证了体数据重构质量.%To solve the problem of time costing in encoding large scale volume data with vector quantisation method, we propose an algorithm of GPU-based adaptive codebook vector quantisation (ACVQ) for large scale volume data. The algorithm first extracts the density distribution feature of the original volume data, and hereby selects the appropriate initial codebook generation algorithm, then it loads the vector data into GPU successively by batch to carry out parallel computation. For each loading, we optimise and expand the first codebook generated by first batch according to the code reference of the data of that batch, followed by completing the data encoding of this batch. Experimental results suggest that ACVQ improves the encoding speed and the restored quality of image, evidently shorten the compression time of image, at the same time it ensures the reconstruction quality of volume data.

  8. Excellent color rendering indexes of multi-package white LEDs.

    Science.gov (United States)

    Oh, Ji Hye; Yang, Su Ji; Sung, Yeon-Goog; Do, Y R

    2012-08-27

    This study introduces multi-package white light-emitting diodes (LEDs) system with the ability to realize high luminous efficacy and an excellent color rendering index (CRI, R a) using the R B,M A B,M G B,M C B (R B,M A B,M G B,M denoted as a long-pass dichroic filter (LPDF)-capped, monochromatic red, amber and green phosphor converted-LED (pc-LED) pumped by a blue LED chip, and C B denoted as a cyan and blue mixed pc-LED pumped by a blue LED) system. The luminous efficacy and color rendering index (CRI) of multi-package white LED systems are compared while changing the concentration of the cyan phosphor used in the paste of a cyan-blue LED package and the driving current of individual LEDs in multi-package white LEDs at correlated color temperatures (CCTs) ranging from 6,500 K (cold white) to 2,700 K (warm white) using a set of eight CCTs as specified by the American National Standards Institute (ANSI) standard number C78.377-2008. A R B,M A B,M G B,M C B white LED system provides high luminous efficacy (≥ 96 lm/W) and a color rendering index (≥ 91) encompassing the complete CCT range. We also compare the optical properties of the R B,M A B,M G B,M C B system with those of the R B,M A B,M G B,M B and RAGB (red, amber, green, and blue semiconductor-type narrow-spectrum-band LEDs) systems. It can be expected that the cyan color added to a blue LED in multi-package white LEDs based on LPDF-capped, phosphor-converted monochromatic LEDs will meet the needs of the high-quality, highly efficient, full-color white LED lighting market in the near future.

  9. 9 CFR 319.703 - Rendered animal fat or mixture thereof.

    Science.gov (United States)

    2010-01-01

    ... 9 Animals and Animal Products 2 2010-01-01 2010-01-01 false Rendered animal fat or mixture thereof... INSPECTION AND CERTIFICATION DEFINITIONS AND STANDARDS OF IDENTITY OR COMPOSITION Fats, Oils, Shortenings § 319.703 Rendered animal fat or mixture thereof. “Rendered Animal Fat,” or any mixture of...

  10. Computerized process control system for the ORR-PSF irradiation experiment. Part 2: mathematical basis and computer implementation of the temperature control algorithm. Volume 2

    Energy Technology Data Exchange (ETDEWEB)

    Miller, L.F.

    1980-11-01

    A brief description of the Oak Ridge Reactor Pool Side Facility (ORR-PSF) and of the associated control system is given. The ORR-PSF capsule temperatures are controlled by a digital computer which regulates the percent power delivered to electrical heaters. The total electrical power which can be input to a particular heater is determined by the setting of an associated variac. This report concentrates on the description of the ORR-PSF irradiation experiment computer control algorithm. The algorithm is an implementation of a discrete-time, state variable, optimal control approach. The Riccati equation is solved for a discretized system model to determine the control law. Experiments performed to obtain system model parameters are described. Results of performance evaluation experiments are also presented. The control algorithm maintains both capsule temperatures within a 288/sup 0/C +-10/sup 0/C band as required. The pressure vessel capsule temperatures are effectively maintained within a 288/sup 0/C +-5/sup 0/C band.

  11. Real-time Flame Rendering with GPU and CUDA

    Directory of Open Access Journals (Sweden)

    Wei Wei

    2011-02-01

    Full Text Available This paper proposes a method of flame simulation based on Lagrange process and chemical composition, which was non-grid and the problems associated with there grids were overcome. The turbulence movement of flame was described by Lagrange process and chemical composition was added into flame simulation which increased the authenticity of flame. For real-time applications, this paper simplified the EMST model. GPU-based particle system combined with OpenGL VBO and PBO unique technology was used to accelerate finally, the speed of vertex and pixel data interaction between CPU and GPU increased two orders of magnitude, frame rate of rendering increased by 30%, which achieved fast dynamic flame real-time simulation. For further real-time applications, this paper presented a strategy to implement flame simulation with CUDA on GPU, which achieved a speed up to 2.5 times the previous implementation.

  12. Latency in Distributed Acquisition and Rendering for Telepresence Systems.

    Science.gov (United States)

    Ohl, Stephan; Willert, Malte; Staadt, Oliver

    2015-12-01

    Telepresence systems use 3D techniques to create a more natural human-centered communication over long distances. This work concentrates on the analysis of latency in telepresence systems where acquisition and rendering are distributed. Keeping latency low is important to immerse users in the virtual environment. To better understand latency problems and to identify the source of such latency, we focus on the decomposition of system latency into sub-latencies. We contribute a model of latency and show how it can be used to estimate latencies in a complex telepresence dataflow network. To compare the estimates with real latencies in our prototype, we modify two common latency measurement methods. This presented methodology enables the developer to optimize the design, find implementation issues and gain deeper knowledge about specific sources of latency.

  13. Distributed Dimensonality-Based Rendering of LIDAR Point Clouds

    Science.gov (United States)

    Brédif, M.; Vallet, B.; Ferrand, B.

    2015-08-01

    Mobile Mapping Systems (MMS) are now commonly acquiring lidar scans of urban environments for an increasing number of applications such as 3D reconstruction and mapping, urban planning, urban furniture monitoring, practicability assessment for persons with reduced mobility (PRM)... MMS acquisitions are usually huge enough to incur a usability bottleneck for the increasing number of non-expert user that are not trained to process and visualize these huge datasets through specific softwares. A vast majority of their current need is for a simple 2D visualization that is both legible on screen and printable on a static 2D medium, while still conveying the understanding of the 3D scene and minimizing the disturbance of the lidar acquisition geometry (such as lidar shadows). The users that motivated this research are, by law, bound to precisely georeference underground networks for which they currently have schematics with no or poor absolute georeferencing. A solution that may fit their needs is thus a 2D visualization of the MMS dataset that they could easily interpret and on which they could accurately match features with their user datasets they would like to georeference. Our main contribution is two-fold. First, we propose a 3D point cloud stylization for 2D static visualization that leverages a Principal Component Analysis (PCA)-like local geometry analysis. By skipping the usual and error-prone estimation of a ground elevation, this rendering is thus robust to non-flat areas and has no hard-to-tune parameters such as height thresholds. Second, we implemented the corresponding rendering pipeline so that it can scale up to arbitrary large datasets by leveraging the Spark framework and its Resilient Distributed Dataset (RDD) and Dataframe abstractions.

  14. Technologies Render Views of Earth for Virtual Navigation

    Science.gov (United States)

    2012-01-01

    On a December night in 1995, 159 passengers and crewmembers died when American Airlines Flight 965 flew into the side of a mountain while in route to Cali, Colombia. A key factor in the tragedy: The pilots had lost situational awareness in the dark, unfamiliar terrain. They had no idea the plane was approaching a mountain until the ground proximity warning system sounded an alarm only seconds before impact. The accident was of the kind most common at the time CFIT, or controlled flight into terrain says Trey Arthur, research aerospace engineer in the Crew Systems and Aviation Operations Branch at NASA s Langley Research Center. In situations such as bad weather, fog, or nighttime flights, pilots would rely on airspeed, altitude, and other readings to get an accurate sense of location. Miscalculations and rapidly changing conditions could contribute to a fully functioning, in-control airplane flying into the ground. To improve aviation safety by enhancing pilots situational awareness even in poor visibility, NASA began exploring the possibilities of synthetic vision creating a graphical display of the outside terrain on a screen inside the cockpit. How do you display a mountain in the cockpit? You have to have a graphics-powered computer, a terrain database you can render, and an accurate navigation solution, says Arthur. In the mid-1990s, developing GPS technology offered a means for determining an aircraft s position in space with high accuracy, Arthur explains. As the necessary technologies to enable synthetic vision emerged, NASA turned to an industry partner to develop the terrain graphical engine and database for creating the virtual rendering of the outside environment.

  15. 3D-shaded surface rendering of gadolinium-enhanced MR angiography in congenital heart disease

    Energy Technology Data Exchange (ETDEWEB)

    Okuda, S.; Kikinis, R.; Dumanli, H. [Surgical Planning Laboratory, Department of Radiology, Brigham and Women' s Hospital, Boston, MA (United States); Department of Radiology, Harvard Medical School, Boston, MA (United States); Geva, T.; Powell, A.J. [Department of Cardiology, Children' s Hospital, Boston, MA (United States); Department of Pediatrics, Harvard Medical School, Boston, MA (United States); Chung, T. [Department of Radiology, Children' s Hospital, Boston, MA (United States)

    2000-08-01

    Background. Gadolinium-enhanced three-dimensional (3D) MR angiography is a useful imaging technique for patients with congenital heart disease. Objective. This study sought to determine the added value of creating 3D shaded surface displays compared to standard maximal intensity projection (MIP) and multiplanar reformatting (MPR) techniques when analyzing 3D MR angiography data. Materials and methods. Seventeen patients (range, 3 months to 51 years old) with a variety of congenital cardiovascular defects underwent gadolinium-enhanced 3D MR angiography of the thorax. Color-coded 3D shaded surface models were rendered from the image data using manual segmentation and computer-based algorithms. Models could be rotated, translocated, or zoomed interactively by the viewer. Information available from the 3D models was compared to analysis based on viewing standard MIP/MPR displays. Results. Median postprocessing time for the 3D models was 6 h (range, 3-25 h) compared to approximately 20 min for MIP/MPR viewing. No additional diagnostic information was gained from 3D model analysis. All major findings with MIP/MPR postprocessing were also apparent on the 3D models. Qualitatively, the 3D models were more easily interpreted and enabled adjacent vessels to be distinguished more readily. Conclusion. Routine use of 3D shaded surface reconstructions for visualization of contrast enhanced MR angiography in congenital heart disease cannot be recommended. 3D surface rendering may be more useful for presenting complex anatomy to an audience unfamiliar with congenital heart disease and as an educational tool. (orig.)

  16. A Fast Ray-Tracing Using Bounding Spheres and Frustum Rays for Dynamic Scene Rendering

    Science.gov (United States)

    Suzuki, Ken-Ichi; Kaeriyama, Yoshiyuki; Komatsu, Kazuhiko; Egawa, Ryusuke; Ohba, Nobuyuki; Kobayashi, Hiroaki

    Ray tracing is one of the most popular techniques for generating photo-realistic images. Extensive research and development work has made interactive static scene rendering realistic. This paper deals with interactive dynamic scene rendering in which not only the eye point but also the objects in the scene change their 3D locations every frame. In order to realize interactive dynamic scene rendering, RTRPS (Ray Tracing based on Ray Plane and Bounding Sphere), which utilizes the coherency in rays, objects, and grouped-rays, is introduced. RTRPS uses bounding spheres as the spatial data structure which utilizes the coherency in objects. By using bounding spheres, RTRPS can ignore the rotation of moving objects within a sphere, and shorten the update time between frames. RTRPS utilizes the coherency in rays by merging rays into a ray-plane, assuming that the secondary rays and shadow rays are shot through an aligned grid. Since a pair of ray-planes shares an original ray, the intersection for the ray can be completed using the coherency in the ray-planes. Because of the three kinds of coherency, RTRPS can significantly reduce the number of intersection tests for ray tracing. Further acceleration techniques for ray-plane-sphere and ray-triangle intersection are also presented. A parallel projection technique converts a 3D vector inner product operation into a 2D operation and reduces the number of floating point operations. Techniques based on frustum culling and binary-tree structured ray-planes optimize the order of intersection tests between ray-planes and a sphere, resulting in 50% to 90% reduction of intersection tests. Two ray-triangle intersection techniques are also introduced, which are effective when a large number of rays are packed into a ray-plane. Our performance evaluations indicate that RTRPS gives 13 to 392 times speed up in comparison with a ray tracing algorithm without organized rays and spheres. We found out that RTRPS also provides competitive

  17. 3D image registration using a fast noniterative algorithm.

    Science.gov (United States)

    Zhilkin, P; Alexander, M E

    2000-11-01

    This note describes the implementation of a three-dimensional (3D) registration algorithm, generalizing a previous 2D version [Alexander, Int J Imaging Systems and Technology 1999;10:242-57]. The algorithm solves an integrated form of linearized image matching equation over a set of 3D rectangular sub-volumes ('patches') in the image domain. This integrated form avoids numerical instabilities due to differentiation of a noisy image over a lattice, and in addition renders the algorithm robustness to noise. Registration is implemented by first convolving the unregistered images with a set of computationally fast [O(N)] filters, providing four bandpass images for each input image, and integrating the image matching equation over the given patch. Each filter and each patch together provide an independent set of constraints on the displacement field derived by solving a set of linear regression equations. Furthermore, the filters are implemented at a variety of spatial scales, enabling registration parameters at one scale to be used as an input approximation for deriving refined values of those parameters at a finer scale of resolution. This hierarchical procedure is necessary to avoid false matches occurring. Both downsampled and oversampled (undecimating) filtering is implemented. Although the former is computationally fast, it lacks the translation invariance of the latter. Oversampling is required for accurate interpolation that is used in intermediate stages of the algorithm to reconstruct the partially registered from the unregistered image. However, downsampling is useful, and computationally efficient, for preliminary stages of registration when large mismatches are present. The 3D registration algorithm was implemented using a 12-parameter affine model for the displacement: u(x) = Ax + b. Linear interpolation was used throughout. Accuracy and timing results for registering various multislice images, obtained by scanning a melon and human volunteers in various

  18. Volume Visualization and Compositing on Large-Scale Displays Using Handheld Touchscreen Interaction

    KAUST Repository

    Gastelum, Cristhopper Jacobo Armenta

    2011-07-27

    Advances in the physical sciences have progressively delivered ever increasing, already extremely large data sets to be analyzed. High performance volume rendering has become critical to the scientists for a better understanding of the massive amounts of data to be visualized. Cluster based rendering systems have become the base line to achieve the power and flexibility required to perform such task. Furthermore, display arrays have become the most suitable solution to display these data sets at their natural size and resolution which can be critical for human perception and evaluation. The work in this thesis aims at improving the scalability and usability of volume rendering systems that target visualization on display arrays. The first part deals with improving the performance by introducing the implementations of two parallel compositing algorithms for volume rendering: direct send and binary swap. The High quality Volume Rendering (HVR) framework has been extended to accommodate parallel compositing where previously only serial compositing was possible. The preliminary results show improvements in the compositing times for direct send even for a small number of processors. Unfortunately, the results of binary swap exhibit a negative behavior. This is due to the naive use of the graphics hardware blending mechanism. The expensive transfers account for the lengthy compositing times. The second part targets the development of scalable and intuitive interaction mechanisms. It introduces the development of a new client application for multitouch tablet devices, like the Apple iPad. The main goal is to provide the HVR framework, that has been extended to use tiled displays, a more intuitive and portable interaction mechanism that can get advantage of the new environment. The previous client is a PC application for the typical desktop settings that use a mouse and keyboard as sources of interaction. The current implementation of the client lets the user steer and

  19. Non-photorealistic rendering of virtual implant models for computer-assisted fluoroscopy-based surgical procedures

    Science.gov (United States)

    Zheng, Guoyan

    2007-03-01

    Surgical navigation systems visualize the positions and orientations of surgical instruments and implants as graphical overlays onto a medical image of the operated anatomy on a computer monitor. The orthopaedic surgical navigation systems could be categorized according to the image modalities that are used for the visualization of surgical action. In the so-called CT-based systems or 'surgeon-defined anatomy' based systems, where a 3D volume or surface representation of the operated anatomy could be constructed from the preoperatively acquired tomographic data or through intraoperatively digitized anatomy landmarks, a photorealistic rendering of the surgical action has been identified to greatly improve usability of these navigation systems. However, this may not hold true when the virtual representation of surgical instruments and implants is superimposed onto 2D projection images in a fluoroscopy-based navigation system due to the so-called image occlusion problem. Image occlusion occurs when the field of view of the fluoroscopic image is occupied by the virtual representation of surgical implants or instruments. In these situations, the surgeon may miss part of the image details, even if transparency and/or wire-frame rendering is used. In this paper, we propose to use non-photorealistic rendering to overcome this difficulty. Laboratory testing results on foamed plastic bones during various computer-assisted fluoroscopybased surgical procedures including total hip arthroplasty and long bone fracture reduction and osteosynthesis are shown.

  20. Rendering-based video-CT registration with physical constraints for image-guided endoscopic sinus surgery

    Science.gov (United States)

    Otake, Y.; Leonard, S.; Reiter, A.; Rajan, P.; Siewerdsen, J. H.; Ishii, M.; Taylor, R. H.; Hager, G. D.

    2015-03-01

    We present a system for registering the coordinate frame of an endoscope to pre- or intra- operatively acquired CT data based on optimizing the similarity metric between an endoscopic image and an image predicted via rendering of CT. Our method is robust and semi-automatic because it takes account of physical constraints, specifically, collisions between the endoscope and the anatomy, to initialize and constrain the search. The proposed optimization method is based on a stochastic optimization algorithm that evaluates a large number of similarity metric functions in parallel on a graphics processing unit. Images from a cadaver and a patient were used for evaluation. The registration error was 0.83 mm and 1.97 mm for cadaver and patient images respectively. The average registration time for 60 trials was 4.4 seconds. The patient study demonstrated robustness of the proposed algorithm against a moderate anatomical deformation.

  1. New algorithm for OHSS prevention

    DEFF Research Database (Denmark)

    Papanikolaou, Evangelos G; Humaidan, Peter; Polyzos, Nikos;

    2011-01-01

    of four new modalities: the GnRH antagonist protocol, GnRH agonist (GnRHa) triggering of ovulation, blastocyst transfer and embryo/oocyte vitrification, renders feasible the elimination of OHSS in connection with ovarian hyperstimulation for IVF treatment. The proposed current algorithm is based...... on the number of follicles developed after ovarian stimulation, setting a cut-off level at the development of 18 or more follicles. Further, fulfilling this criterion, the algorithm is based on four decision-making points: the final day of patient work-up, the day of triggering final oocyte maturation, day-1...

  2. A hybrid pressure-density-based Mach uniform algorithm for 2D Euler equations on unstructured grids by using multi-moment finite volume method

    Science.gov (United States)

    Xie, Bin; Deng, Xi; Sun, Ziyao; Xiao, Feng

    2017-04-01

    We propose a novel Mach-uniform numerical model for 2D Euler equations on unstructured grids by using multi-moment finite volume method. The model integrates two key components newly developed to solve compressible flows on unstructured grids with improved accuracy and robustness. A new variant of AUSM scheme, so-called AUSM+-pcp (AUSM+ with pressure-correction projection), has been devised including a pressure-correction projection to the AUSM+ flux splitting, which maintains the exact numerical conservativeness and works well for all Mach numbers. A novel 3th-order, non-oscillatory and less-dissipative reconstruction has been proposed by introducing a multi-dimensional limiting and a BVD (boundary variation diminishing) treatment to the VPM (volume integrated average (VIA) and point value (PV) based multi-moment) reconstruction. The resulting reconstruction scheme, the limited VPM-BVD formulation, is able to resolve both smooth and non-smooth solutions with high fidelity. Benchmark tests have been used to verify the present model. The numerical results substantiate the present model as an accurate and robust unstructured-grid formulation for flows of all Mach numbers.

  3. Age, Health and Attractiveness Perception of Virtual (Rendered) Human Hair.

    Science.gov (United States)

    Fink, Bernhard; Hufschmidt, Carla; Hirn, Thomas; Will, Susanne; McKelvey, Graham; Lankhof, John

    2016-01-01

    The social significance of physical appearance and beauty has been documented in many studies. It is known that even subtle manipulations of facial morphology and skin condition can alter people's perception of a person's age, health and attractiveness. While the variation in facial morphology and skin condition cues has been studied quite extensively, comparably little is known on the effect of hair on social perception. This has been partly caused by the technical difficulty of creating appropriate stimuli for investigations of people's response to systematic variation of certain hair characteristics, such as color and style, while keeping other features constant. Here, we present a modeling approach to the investigation of human hair perception using computer-generated, virtual (rendered) human hair. In three experiments, we manipulated hair diameter (Experiment 1), hair density (Experiment 2), and hair style (Experiment 3) of human (female) head hair and studied perceptions of age, health and attractiveness. Our results show that even subtle changes in these features have an impact on hair perception. We discuss our findings with reference to previous studies on condition-dependent quality cues in women that influence human social perception, thereby suggesting that hair is a salient feature of human physical appearance, which contributes to the perception of beauty.

  4. Moisture Transfer through Facades Covered with Organic Binder Renders

    Directory of Open Access Journals (Sweden)

    Carmen DICO

    2013-07-01

    Full Text Available Year after year we witness the negative effect of water over buildings, caused by direct or indirect actions. This situation is obvious in case of old, historical building, subjected to this aggression for a long period of time, but new buildings are also affected. Moisture in building materials causes not only structural damage, but also reduces the thermal insulation capacity of building components.Materials like plasters or paints have been used historically for a long period of time, fulfilling two basics functions: Decoration and Protection. The most acute demands are made on exterior plasters, as they, besides being an important decorative element for the facade, must perform two different functions simultaneously: protect the substrate against weathering and moisture without sealing, providing it a certain ability to “breathe” (Heilen, 2005. In order to accomplish this aim, the first step is to understand the hygrothermal behavior of coating and substrate and define the fundamental principles of moisture transfer; According to Künzel’s Facade Protection Theory, two material properties play the most important role: Water absorption and Vapor permeability.In the context of recently adoption (2009 of the “harmonized” European standard EN 15824 – „Specifications for external renders and internal plasters based on organic binders”, this paper deals extensively with the interaction of the two mentioned above properties for the coating materials, covered by EN 15824.

  5. Light field rendering with omni-directional camera

    Science.gov (United States)

    Todoroki, Hiroshi; Saito, Hideo

    2003-06-01

    This paper presents an approach to capture visual appearance of a real environment such as an interior of a room. We propose the method for generating arbitrary viewpoint images by building light field with the omni-directional camera, which can capture the wide circumferences. Omni-directional camera used in this technique is a special camera with the hyperbolic mirror in the upper part of a camera, so that we can capture luminosity in the environment in the range of 360 degree of circumferences in one image. We apply the light field method, which is one technique of Image-Based-Rendering(IBR), for generating the arbitrary viewpoint images. The light field is a kind of the database that records the luminosity information in the object space. We employ the omni-directional camera for constructing the light field, so that we can collect many view direction images in the light field. Thus our method allows the user to explore the wide scene, that can acheive realistic representation of virtual enviroment. For demonstating the proposed method, we capture image sequence in our lab's interior environment with an omni-directional camera, and succesfully generate arbitray viewpoint images for virual tour of the environment.

  6. WikiPrints: rendering enterprise Wiki content for printing

    Science.gov (United States)

    Berkner, Kathrin

    2010-02-01

    Wikis have become a tool of choice for collaborative, informative communication. In contrast to the immense Wikipedia, that serves as a reference web site and typically covers only one topic per web page, enterprise wikis are often used as project management tools and contain several closely related pages authored by members of one project. In that scenario it is useful to print closely related content for review or teaching purposes. In this paper we propose a novel technique for rendering enterprise wiki content for printing called WikiPrints, that creates a linearized version of wiki content formatted as a mixture between web layout and conventional document layout suitable for printing. Compared to existing print options for wiki content, Wikiprints automatically selects content from different wiki pages given user preferences and usage scenarios. Meta data such as content authors or time of content editing are considered. A preview of the linearized content is shown to the user and an interface for making manual formatting changes provided.

  7. Age, Health and Attractiveness Perception of Virtual (Rendered) Human Hair

    Science.gov (United States)

    Fink, Bernhard; Hufschmidt, Carla; Hirn, Thomas; Will, Susanne; McKelvey, Graham; Lankhof, John

    2016-01-01

    The social significance of physical appearance and beauty has been documented in many studies. It is known that even subtle manipulations of facial morphology and skin condition can alter people’s perception of a person’s age, health and attractiveness. While the variation in facial morphology and skin condition cues has been studied quite extensively, comparably little is known on the effect of hair on social perception. This has been partly caused by the technical difficulty of creating appropriate stimuli for investigations of people’s response to systematic variation of certain hair characteristics, such as color and style, while keeping other features constant. Here, we present a modeling approach to the investigation of human hair perception using computer-generated, virtual (rendered) human hair. In three experiments, we manipulated hair diameter (Experiment 1), hair density (Experiment 2), and hair style (Experiment 3) of human (female) head hair and studied perceptions of age, health and attractiveness. Our results show that even subtle changes in these features have an impact on hair perception. We discuss our findings with reference to previous studies on condition-dependent quality cues in women that influence human social perception, thereby suggesting that hair is a salient feature of human physical appearance, which contributes to the perception of beauty. PMID:28066276

  8. Differentiation renders susceptibility to excitotoxicity in HT22 neurons

    Institute of Scientific and Technical Information of China (English)

    Minchao He; Jun Liu; Shaowu Cheng; Yigang Xing; William Z Suo

    2013-01-01

    HT22 is an immortalized mouse hippocampal neuronal cell line that does not express cholinergic and glutamate receptors like mature hippocampal neurons in vivo. This in part prevents its use as a model for mature hippocampal neurons in memory-related studies. We now report that HT22 cells were appropriately induced to differentiate and possess properties similar to those of mature hippocampal neurons in vivo, such as becoming more glutamate-receptive and excitatory. Results showed that sensitivity of HT22 cells to glutamate-induced toxicity changed dramatically when comparing undifferentiated with differentiated cells, with the half-effective concentration for differentiated cells reducing approximately two orders of magnitude. Moreover, glutamate-induced toxicity in differentiated cells, but not undifferentiated cells, was inhibited by the N-methyl-D- aspartate receptor antagonists MK-801 and memantine. Evidently, differentiated HT22 cells expressed N-methyl-D-aspartate receptors, while undifferentiated cells did not. Our experimental findings indicated that differentiation is important for immortalized cell lines to render post-mitotic neuronal properties, and that differentiated HT22 neurons represent a better model of hippocampal neurons than undifferentiated cells.

  9. Space Object and Light Attribute Rendering (SOLAR) Projection System

    Science.gov (United States)

    2017-05-08

    systems operating in the visual spectrum. It is a cost effective way to rapidly validate algorithms and imaging systems and establishes a systematic...carried out. Primary demonstrations included the projection of a start field and the visual identification of stars. • December 2016: The SOLAR system...to undergraduate research, Prof. Majji and Prof. Singla currently teach a special class on the design and development of UAVs, tracking systems and

  10. Water transfer properties and shrinkage in lime-based rendering mortars

    Science.gov (United States)

    Arizzi, A.; Cultrone, G.

    2012-04-01

    Rendering is the practice of covering a wall or a building façade with one or more layers of mortar, with the main aim to protect the masonry structure against weathering. The render applied must show high flexibility, good adhesion and compatibility with the support (i.e. stone, brick) and, overall, it should be characterised by low water absorption and high water vapour permeability. Water (in the solid, liquid and vapour state) is one of the main factors that drive construction materials to deterioration. Therefore, to evaluate the quality and durability of a rendering mortar, thus ensuring its protective function in the masonry structure, it is fundamental to assess the behaviour of this mortar towards water. Mortars were elaborated with a calcitic dry hydrated lime, a calcareous aggregate, a pozzolan, a lightweight aggregate, a water-retaining agent and a plasticiser. Four types of lime mortars were prepared, in which the binder-to-aggregate ratios were 1:3, 1:4, 1:6 and 1:9 by weight, whilst the pozzolan was kept at 10% of the lime (by mass) and the total admixtures proportion was less than 2% of the total mass. The influence of the characteristics of mortars pore system on the amount of water absorbed and the kinetics of absorption was investigated by means of: free water absorption and drying; capillary uptake; water permeability; water vapour permeability. Interesting deductions can be made from the values of water and water vapour permeability found for mortars: the former increases exponentially with the sand volume of the mortar, whilst the latter increases almost exponentially with the initial water content added to the mortar mixes during their elaboration. However, the relationship obtained between porosity of mortars and permeability values is not really clear. This finding suggests that the permeability of a material cannot be estimated on the basis of its porosity as it can be made for the capillary uptake and free water absorption. Another

  11. Biographer: web-based editing and rendering of SBGN compliant biochemical networks.

    Science.gov (United States)

    Krause, Falko; Schulz, Marvin; Ripkens, Ben; Flöttmann, Max; Krantz, Marcus; Klipp, Edda; Handorf, Thomas

    2013-06-01

    The rapid accumulation of knowledge in the field of Systems Biology during the past years requires advanced, but simple-to-use, methods for the visualization of information in a structured and easily comprehensible manner. We have developed biographer, a web-based renderer and editor for reaction networks, which can be integrated as a library into tools dealing with network-related information. Our software enables visualizations based on the emerging standard Systems Biology Graphical Notation. It is able to import networks encoded in various formats such as SBML, SBGN-ML and jSBGN, a custom lightweight exchange format. The core package is implemented in HTML5, CSS and JavaScript and can be used within any kind of web-based project. It features interactive graph-editing tools and automatic graph layout algorithms. In addition, we provide a standalone graph editor and a web server, which contains enhanced features like web services for the import and export of models and visualizations in different formats. The biographer tool can be used at and downloaded from the web page http://biographer.biologie.hu-berlin.de/. The different software packages, including a server-independent version as well as a web server for Windows and Linux based systems, are available at http://code.google.com/p/biographer/ under the open-source license LGPL

  12. Biographer: web-based editing and rendering of SBGN compliant biochemical networks

    Science.gov (United States)

    Krause, Falko; Schulz, Marvin; Ripkens, Ben; Flöttmann, Max; Krantz, Marcus; Klipp, Edda; Handorf, Thomas

    2013-01-01

    Motivation: The rapid accumulation of knowledge in the field of Systems Biology during the past years requires advanced, but simple-to-use, methods for the visualization of information in a structured and easily comprehensible manner. Results: We have developed biographer, a web-based renderer and editor for reaction networks, which can be integrated as a library into tools dealing with network-related information. Our software enables visualizations based on the emerging standard Systems Biology Graphical Notation. It is able to import networks encoded in various formats such as SBML, SBGN-ML and jSBGN, a custom lightweight exchange format. The core package is implemented in HTML5, CSS and JavaScript and can be used within any kind of web-based project. It features interactive graph-editing tools and automatic graph layout algorithms. In addition, we provide a standalone graph editor and a web server, which contains enhanced features like web services for the import and export of models and visualizations in different formats. Availability: The biographer tool can be used at and downloaded from the web page http://biographer.biologie.hu-berlin.de/. The different software packages, including a server-indepenent version as well as a web server for Windows and Linux based systems, are available at http://code.google.com/p/biographer/ under the open-source license LGPL. Contact: edda.klipp@biologie.hu-berlin.de or handorf@physik.hu-berlin.de PMID:23574737

  13. New light field camera based on physical based rendering tracing

    Science.gov (United States)

    Chung, Ming-Han; Chang, Shan-Ching; Lee, Chih-Kung

    2014-03-01

    Even though light field technology was first invented more than 50 years ago, it did not gain popularity due to the limitation imposed by the computation technology. With the rapid advancement of computer technology over the last decade, the limitation has been uplifted and the light field technology quickly returns to the spotlight of the research stage. In this paper, PBRT (Physical Based Rendering Tracing) was introduced to overcome the limitation of using traditional optical simulation approach to study the light field camera technology. More specifically, traditional optical simulation approach can only present light energy distribution but typically lack the capability to present the pictures in realistic scenes. By using PBRT, which was developed to create virtual scenes, 4D light field information was obtained to conduct initial data analysis and calculation. This PBRT approach was also used to explore the light field data calculation potential in creating realistic photos. Furthermore, we integrated the optical experimental measurement results with PBRT in order to place the real measurement results into the virtually created scenes. In other words, our approach provided us with a way to establish a link of virtual scene with the real measurement results. Several images developed based on the above-mentioned approaches were analyzed and discussed to verify the pros and cons of the newly developed PBRT based light field camera technology. It will be shown that this newly developed light field camera approach can circumvent the loss of spatial resolution associated with adopting a micro-lens array in front of the image sensors. Detailed operational constraint, performance metrics, computation resources needed, etc. associated with this newly developed light field camera technique were presented in detail.

  14. A finite volume algorithm for solving nonlinear standing waves in acoustic resonators%谐振管内非线性驻波的有限体积数值算法

    Institute of Scientific and Technical Information of China (English)

    宁方立; 董梁; 张文治; 王康

    2012-01-01

    In order to expand the engineering application area of nonlinear standing waves in acoustic resonators, a new numerical algorithm is proposed for simulating nonlinear standing waves in resonators. It also can be used to overcome the shortages of the existing numerical methods, which restrict the solution to the nonlinear standing waves in cylindrical resonators and exponential resonators. The numerical algorithm is constructed based on the Navier-Stokes equations in the resonators with variable cross-section for an unsteady compressible thermoviscous fluid without truncation, and the space conservation law. The numerical algorithm-finite volume method for solving the nonlinear standing waves in acoustic resonators by piston driving is built based on the semi-implicit method for pressure-linked equations-consistent algorithm and staggered grid technique. Simulations for solving the nonlinear standing waves in cylindrical resonators, exponential resonators and conical resonators are carried out. By comparison with the existing experimental results and numerical simulation results, the accuracy of the developed finite volume algorithm is verified. Some new physical results are obtained, including unsteady velocity, density and temperature. The shock-like pressure wave shapes are found in cylindrical resonators, simultaneously, and the results show that the sharp velocity spikes appear in the cylindrical resonators. High amplitude acoustic pressures are generated in exponential resonators and conical resonators. Shock-like pressure waves and the sharp velocity spikes are not found. The strong dependence of the physical properties of nonlinear standing waves on resonator shape is demonstrated through the simulative results.%为了扩展谐振管内非线性驻波在工程中的应用,以及克服现有数值计算方法仅局限于求解直圆柱形和指数形谐振管内非线性驻波的问题.根据变截面的非稳态可压缩热黏性流体Navier-Stokes方

  15. Influence of rendering methods on yield and quality of chicken fat recovered from broiler skin

    Directory of Open Access Journals (Sweden)

    Liang-Kun Lin

    2017-06-01

    Full Text Available Objective In order to utilize fat from broiler byproducts efficiently, it is necessary to develop an appropriate rendering procedure and establish quality information for the rendered fat. A study was therefore undertaken to evaluate the influence of rendering methods on the amounts and general properties of the fat recovered from broiler skin. Methods The yield and quality of the broiler skin fat rendered through high and lower energy microwave rendering (3.6 W/g for 10 min and 2.4 W/g for 10 min for high power microwave rendering (HPMR and high power microwave rendering (LPMR, respectively, oven baking (OB, at 180°C for 40 min, and water cooking (WC, boiling for 40 min were compared. Results Microwave-rendered skin exhibited the highest yields and fat recovery rates, followed by OB, and WC fats (p<0.05. HPMR fat had the highest L*, a*, and b* values, whereas WC fat had the highest moisture content, acid values, and thiobarbituric acid (TBA values (p<0.05. There was no significant difference in the acid value, peroxide value, and TBA values between HPMR and LPMR fats. Conclusion Microwave rendering at a power level of 3.6 W/g for 10 min is suggested base on the yield and quality of chicken fat.

  16. Performance Assessment of Three Rendering Engines in 3D Computer Graphics Software

    Directory of Open Access Journals (Sweden)

    Žan Vidmar

    2015-03-01

    Full Text Available The aim of the research was the determination of testing conditions and visual and numerical evaluation of renderings made with three different rendering engines in Maya software, which is widely used for educational and computer art purposes. In the theoretical part the overview of light phenomena and their simulation in virtual space is presented. This is followed by a detailed presentation of the main rendering methods and the results and limitations of their applications to 3D objects. At the end of the theoretical part the importance of a proper testing scene and especially the role of Cornell box are explained. In the experimental part the terms and conditions as well as hardware and software used for the research are presented. This is followed by a description of the procedures, where we focused on the rendering quality and time, which enabled the comparison of settings of different render engines and determination of conditions for further rendering of testing scenes. The experimental part continued with rendering a variety of simple virtual scenes including Cornell box and virtual object with different materials and colours. Apart from visual evaluation, which was the starting point for comparison of renderings, a procedure for numerical estimation and colour deviations of renderings using the selected regions of interest in the final images is presented.

  17. Emotion rendering in auditory simulations of imagined walking styles

    DEFF Research Database (Denmark)

    Turchet, Luca; Rodá, Antonio

    2016-01-01

    , and tender) by manipulating the parameters of synthetic footstep sounds simulating various combinations of surface materials and shoes types. Results allowed to identify, for the involved emotions and sound conditions, the mean values and ranges of variation of two parameters, sound level and temporal...... portrayed by walking sounds synthesized by setting the synthesis engine parameters to the mean values found in the first experiment. Results showed that the involved algorithms were successful in conveying the emotional information at a level comparable with previous studies. Both experiments involved...

  18. 正交演化算法在继电器体积优化设计中的应用%Orthogonal evolutionary algorithm and its application in relay volume optimization design

    Institute of Scientific and Technical Information of China (English)

    颜雪松; 曾文聪; 王汉宁; 夏文; 李晖

    2011-01-01

    继电器产品的优化设计是在给定的负载条件或环境条件下,在对继电器产品的性态、几何尺寸关系或其他因素限制约束范围内,确定设计参数、目标函数、约束条件以形成优化设计模型,并选择恰当的优化方法以获得最佳设计方案的一系列工作.继电器的体积数学模型涉及到机、电、磁、热等方面,其目标函数和约束函数均是高度非线性的.传统演化算法求解问题时容易陷入局部极小值.在简单演化算法的基础上,结合正交实验法的基本思想,将其应用于演化算法的种群初始化、交叉算子,并引入自适应正交局部搜索来防止局部收敛,得到了一种新型的正交演化算法.通过一系列数值实验验证了该算法的高效性.%Optimal design of relay products determine the design parameters in the given load conditions or environmental conditions,the state of relay products,geometry or other factors within the scope of restrictions,and makes sure of the design parameters,object function,constraints in order to form an optimized design model,and selects the appropriate optimization method to obtain the best design of a series of works.Mathematical model of the relay volume involves in mechanical,electricai, magnetic, thermal, etc.,the objective function and constraints are highly nonlinear function.Traditional evolutionary algorithm is trapped into the local minimum easily.Therefore,based on a simple evolutionary algorithm and combining the base ideology of orthogonal test,applied it to the population initialization,crossover operator, as well as the introduction of adaptive orthogonal local search to prevent local convergence,a new orthogonal evolutionary algorithm is proposed.The series of numerical experiments have proved the efficiency of this algorithm.

  19. Algorithm design

    CERN Document Server

    Kleinberg, Jon

    2006-01-01

    Algorithm Design introduces algorithms by looking at the real-world problems that motivate them. The book teaches students a range of design and analysis techniques for problems that arise in computing applications. The text encourages an understanding of the algorithm design process and an appreciation of the role of algorithms in the broader field of computer science.

  20. Genetic algorithms

    Science.gov (United States)

    Wang, Lui; Bayer, Steven E.

    1991-01-01

    Genetic algorithms are mathematical, highly parallel, adaptive search procedures (i.e., problem solving methods) based loosely on the processes of natural genetics and Darwinian survival of the fittest. Basic genetic algorithms concepts are introduced, genetic algorithm applications are introduced, and results are presented from a project to develop a software tool that will enable the widespread use of genetic algorithm technology.

  1. Comparison between 3D volumetric rendering and multiplanar slices on the reliability of linear measurements on CBCT images: an in vitro study

    Directory of Open Access Journals (Sweden)

    Thais Maria Freire FERNANDES

    2015-02-01

    Full Text Available OBJECTIVE: The purpose of this study was to determine the accuracy and reliability of two methods of measurements of linear distances (multiplanar 2D and tridimensional reconstruction 3D obtained from cone-beam computed tomography (CBCT with different voxel sizes. MATERIAL AND METHODS: Ten dry human mandibles were scanned at voxel sizes of 0.2 and 0.4 mm. Craniometric anatomical landmarks were identified twice by two independent operators on the multiplanar reconstructed and on volume rendering images that were generated by the software Dolphin®. Subsequently, physical measurements were performed using a digital caliper. Analysis of variance (ANOVA, intraclass correlation coefficient (ICC and Bland-Altman were used for evaluating accuracy and reliability (p<0.05. RESULTS: Excellent intraobserver reliability and good to high precision interobserver reliability values were found for linear measurements from CBCT 3D and multiplanar images. Measurements performed on multiplanar reconstructed images were more accurate than measurements in volume rendering compared with the gold standard. No statistically significant difference was found between voxel protocols, independently of the measurement method. CONCLUSIONS: Linear measurements on multiplanar images of 0.2 and 0.4 voxel are reliable and accurate when compared with direct caliper measurements. Caution should be taken in the volume rendering measurements, because the measurements were reliable, but not accurate for all variables. An increased voxel resolution did not result in greater accuracy of mandible measurements and would potentially provide increased patient radiation exposure.

  2. Algorithms in combinatorial design theory

    CERN Document Server

    Colbourn, CJ

    1985-01-01

    The scope of the volume includes all algorithmic and computational aspects of research on combinatorial designs. Algorithmic aspects include generation, isomorphism and analysis techniques - both heuristic methods used in practice, and the computational complexity of these operations. The scope within design theory includes all aspects of block designs, Latin squares and their variants, pairwise balanced designs and projective planes and related geometries.

  3. State-of-the-Art in GPU-Based Large-Scale Volume Visualization

    KAUST Repository

    Beyer, Johanna

    2015-05-01

    This survey gives an overview of the current state of the art in GPU techniques for interactive large-scale volume visualization. Modern techniques in this field have brought about a sea change in how interactive visualization and analysis of giga-, tera- and petabytes of volume data can be enabled on GPUs. In addition to combining the parallel processing power of GPUs with out-of-core methods and data streaming, a major enabler for interactivity is making both the computational and the visualization effort proportional to the amount and resolution of data that is actually visible on screen, i.e. \\'output-sensitive\\' algorithms and system designs. This leads to recent output-sensitive approaches that are \\'ray-guided\\', \\'visualization-driven\\' or \\'display-aware\\'. In this survey, we focus on these characteristics and propose a new categorization of GPU-based large-scale volume visualization techniques based on the notions of actual output-resolution visibility and the current working set of volume bricks-the current subset of data that is minimally required to produce an output image of the desired display resolution. Furthermore, we discuss the differences and similarities of different rendering and data traversal strategies in volume rendering by putting them into a common context-the notion of address translation. For our purposes here, we view parallel (distributed) visualization using clusters as an orthogonal set of techniques that we do not discuss in detail but that can be used in conjunction with what we present in this survey. © 2015 The Eurographics Association and John Wiley & Sons Ltd.

  4. Volume Haptics with Topology-Consistent Isosurfaces.

    Science.gov (United States)

    Corenthy, Loc; Otaduy, Miguel A; Pastor, Luis; Garcia, Marcos

    2015-01-01

    Haptic interfaces offer an intuitive way to interact with and manipulate 3D datasets, and may simplify the interpretation of visual information. This work proposes an algorithm to provide haptic feedback directly from volumetric datasets, as an aid to regular visualization. The haptic rendering algorithm lets users perceive isosurfaces in volumetric datasets, and it relies on several design features that ensure a robust and efficient rendering. A marching tetrahedra approach enables the dynamic extraction of a piecewise linear continuous isosurface. Robustness is achieved using a continuous collision detection step coupled with state-of-the-art proxy-based rendering methods over the extracted isosurface. The introduced marching tetrahedra approach guarantees that the extracted isosurface will match the topology of an equivalent isosurface computed using trilinear interpolation. The proposed haptic rendering algorithm improves the consistency between haptic and visual cues computing a second proxy on the isosurface displayed on screen. Our experiments demonstrate the improvements on the isosurface extraction stage as well as the robustness and the efficiency of the complete algorithm.

  5. 31 CFR 515.548 - Services rendered by Cuba to United States aircraft.

    Science.gov (United States)

    2010-07-01

    ... 31 Money and Finance: Treasury 3 2010-07-01 2010-07-01 false Services rendered by Cuba to United... REGULATIONS Licenses, Authorizations, and Statements of Licensing Policy § 515.548 Services rendered by Cuba to United States aircraft. Specific licenses are issued for payment to Cuba of charges for services...

  6. Evaluation of voxel-based rendering of high resolution surface descriptions

    DEFF Research Database (Denmark)

    Hammershøi, Dorte; Olesen, Søren Krarup; Markovic, Milos

    2014-01-01

    responses by having more “distinct” representations of the individual reflections. When rendered audible, such descriptions will lead to a sound quality that can best be described as “canned”. For the rendering of real rooms, as e.g. in "teletransporting", this problem may be addressed by using high...

  7. Algorithmic cryptanalysis

    CERN Document Server

    Joux, Antoine

    2009-01-01

    Illustrating the power of algorithms, Algorithmic Cryptanalysis describes algorithmic methods with cryptographically relevant examples. Focusing on both private- and public-key cryptographic algorithms, it presents each algorithm either as a textual description, in pseudo-code, or in a C code program.Divided into three parts, the book begins with a short introduction to cryptography and a background chapter on elementary number theory and algebra. It then moves on to algorithms, with each chapter in this section dedicated to a single topic and often illustrated with simple cryptographic applic

  8. Spectral optimization based simultaneously on color-rendering index and color quality scale for white LED illumination

    Science.gov (United States)

    Zhang, J. J.; Hu, R.; Yu, X. J.; Xie, B.; Luo, X. B.

    2017-02-01

    Color performance is an important parameter for high-quality light-emitting diode (LED) lighting. Color-rendering index (CRI) and color quality scale (CQS) are two independent parameters to assess the color performance, but high CRI does not correspond to high CQS, and vice versa. Therefore, it's urgent to find a comprehensive and effective metric for assessing the color performance of LEDs that can simultaneously exhibit high color-rendering index (CRI) and high color quality scale (CQS) values. In this study, a genetic algorithm with a penalty function was proposed for realizing spectral optimization by boosting the maximum attainable luminous efficacy of radiation (LER) of spectra while constraining both high CRI and CQS. By simulations, white spectra from LEDs with CRI≥95 and CQS≥95 were achieved at different correlated color temperatures (CCTs) from 2020 K to 7929 K. Further, a real spectra-tunable LED module consisting of four LEDs is fabricated, and high LER (344 lm/W) and color performance (CRI≥90, CQS=90) was realized by tuning driving currents.

  9. Method and system for rendering and interacting with an adaptable computing environment

    Science.gov (United States)

    Osbourn, Gordon Cecil [Albuquerque, NM; Bouchard, Ann Marie [Albuquerque, NM

    2012-06-12

    An adaptable computing environment is implemented with software entities termed "s-machines", which self-assemble into hierarchical data structures capable of rendering and interacting with the computing environment. A hierarchical data structure includes a first hierarchical s-machine bound to a second hierarchical s-machine. The first hierarchical s-machine is associated with a first layer of a rendering region on a display screen and the second hierarchical s-machine is associated with a second layer of the rendering region overlaying at least a portion of the first layer. A screen element s-machine is linked to the first hierarchical s-machine. The screen element s-machine manages data associated with a screen element rendered to the display screen within the rendering region at the first layer.

  10. Partial nephroureterectomy in duplex renal system: preoperative 3D virtual rendering and retroperitoneal laparoscopic approach in children

    Directory of Open Access Journals (Sweden)

    Molinaro F.

    2013-10-01

    Full Text Available Introduction: the aim of this study is to presents the results of our preliminary series of 8 partial nephroureterectomy performed by retroperitoneoscopy using harmonic scalpel with a preoperative 3D virtual reconstruction of bidimensional magnetic resonance images in children affected by duplication of the renal system. Materials and methods: We perform a retrospective study in our Pediatric Surgery Unit from January 2007 to January 2012 of all children affected by duplication of the renal system treated by retroperitoneal laparoscopic approach. Images collected were reconstructed using IRCAD VR render software. Data include: sex, age at surgery, clinical and radiological features, surgical procedure, follow-up and complications. Results: retroperitoneal laparoscopic partial nephroureterectomy was performed in 8 children (6 males and 2 females. All patients had a non-functioning moiety of a duplex kidney and in addition recurrent urinary tract infections. Two cases were associated with ureterocele; of them in one case we performed a previous endoscopic incision of the obstructing ureterocele. All patients underwent radiological evaluation prior to surgery, by ultrasound, voididng cystourethrography, renal scintigraphy and contrast-enhanced MRI evaluations. Images collected were reconstructed using IRCAD VR render software. Patients were treated by a 3-4 trocars technique and parenchymal section was performed using harmonic scalpel. The mean operative time was 180 minutes; no cases required open conversion. The mean hospital stay was 5 days. The mean follow-up was 38 months. No cases of secondary atrophy of the lower pole were observed. Discussion: Volume rendering gives high anatomical resolution and it can be useful to guide the surgical procedure. Laparoscopic retroperitoneal partial nephrectomy is a safe and feasible procedure in children for experienced pediatric laparoscopic surgeons.

  11. Surface and Volume Grid Generation in Parametric Form

    Science.gov (United States)

    Yu, Tzuyi; Soni, Bharat K.; Benjamin, Ted; Williams, Robert

    1996-01-01

    The algorithm for surface modeling and volume grid generation using parametric Non-Uniform Rational B-splines (NURBS) geometric representation are presented. The enhanced re-parameterization algorithm which can yield a desired physical distribution on the curve, surface, and volume is also presented. This approach bridges the gap between computer aided design surface/volume definition and surface/volume grid generation.

  12. Algorithms in radiology and medical imaging.

    Science.gov (United States)

    Athanasoulis, C A; Lee, A K

    1987-08-01

    As a tool in clinical decision making, algorithms deserve careful consideration. The potential use or abuse of algorithms in rationing health care renders such consideration essential. In radiology and medical imaging, algorithms have been applied as teaching tools in the conference room setting. These teaching decision trees, however, may not be applicable in the clinical situation. If an algorithmic approach to clinical radiology is pursued, several issues should be considered. Specifically, the application, design, designer, economics, and universality of the algorithms must be addressed. As an alternative to the wide dissemination of clinical algorithms, the authors propose the development of consensus opinions among specialists and the promulgation of the principle of radiologist-consultant-decision maker. A decision team is preferable to a decision tree.

  13. New algorithms for evaluating parametric surface

    Institute of Scientific and Technical Information of China (English)

    2001-01-01

    Through generalization of mathematical model of surface lofting program in the CONSURF system, the definitions for two generalized Ball surfaces and their recursive algorithms are given. Furthermore, the conversion al gorithms from Bézier surface to these two generalized Ball surfaces are presented. On the basis of these algorithms, two more efficient algorithms for evaluating parametric surfaces are also derived. One uses generalized Ball forms directly for evaluating surface, and the other converts the given Bézier surface to a generalized Ball surface firstly, and then evalu ates the surface. Both theoretical analysis and example computations show that the two new algorithms are more efficient than the de Casteljau algorithm. Especially when Wang-Ball surface is used, the time complexity is reduced from cubic to quadratic of the degree of the surface. If these algorithms are applied to displaying, interactive rendering, designing, intersection-finding, offsetting and approximating for surfaces, considerable economic results can be achieved.

  14. Wavelets theory, algorithms, and applications

    CERN Document Server

    Montefusco, Laura

    2014-01-01

    Wavelets: Theory, Algorithms, and Applications is the fifth volume in the highly respected series, WAVELET ANALYSIS AND ITS APPLICATIONS. This volume shows why wavelet analysis has become a tool of choice infields ranging from image compression, to signal detection and analysis in electrical engineering and geophysics, to analysis of turbulent or intermittent processes. The 28 papers comprising this volume are organized into seven subject areas: multiresolution analysis, wavelet transforms, tools for time-frequency analysis, wavelets and fractals, numerical methods and algorithms, and applicat

  15. Algorithmic mathematics

    CERN Document Server

    Hougardy, Stefan

    2016-01-01

    Algorithms play an increasingly important role in nearly all fields of mathematics. This book allows readers to develop basic mathematical abilities, in particular those concerning the design and analysis of algorithms as well as their implementation. It presents not only fundamental algorithms like the sieve of Eratosthenes, the Euclidean algorithm, sorting algorithms, algorithms on graphs, and Gaussian elimination, but also discusses elementary data structures, basic graph theory, and numerical questions. In addition, it provides an introduction to programming and demonstrates in detail how to implement algorithms in C++. This textbook is suitable for students who are new to the subject and covers a basic mathematical lecture course, complementing traditional courses on analysis and linear algebra. Both authors have given this "Algorithmic Mathematics" course at the University of Bonn several times in recent years.

  16. DNA rendering of polyhedral meshes at the nanoscale

    Science.gov (United States)

    Benson, Erik; Mohammed, Abdulmelik; Gardell, Johan; Masich, Sergej; Czeizler, Eugen; Orponen, Pekka; Högberg, Björn

    2015-07-01

    It was suggested more than thirty years ago that Watson-Crick base pairing might be used for the rational design of nanometre-scale structures from nucleic acids. Since then, and especially since the introduction of the origami technique, DNA nanotechnology has enabled increasingly more complex structures. But although general approaches for creating DNA origami polygonal meshes and design software are available, there are still important constraints arising from DNA geometry and sense/antisense pairing, necessitating some manual adjustment during the design process. Here we present a general method of folding arbitrary polygonal digital meshes in DNA that readily produces structures that would be very difficult to realize using previous approaches. The design process is highly automated, using a routeing algorithm based on graph theory and a relaxation simulation that traces scaffold strands through the target structures. Moreover, unlike conventional origami designs built from close-packed helices, our structures have a more open conformation with one helix per edge and are therefore stable under the ionic conditions usually used in biological assays.

  17. Valence parity renders z(*)-type ions chemically distinct.

    Science.gov (United States)

    Hubler, Shane L; Jue, April; Keith, Jason; McAlister, Graeme C; Craciun, Gheorghe; Coon, Joshua J

    2008-05-21

    Here we report that the odd electron z (*) -type ions formed by the electron-based peptide dissociation methods (electron capture or transfer, ECD or ETD) have distinctive chemical compositions from other common product ion types. Specifically, b-, c-, and y-type ions have an odd number of atoms with an odd valence (e.g., N and H), while z (*)-type ions contain an even number of atoms with an odd valence. This tenet, referred to as the valence parity rule, mandates that no c-type ion shall have the same chemical composition, and by extension mass, as a z (*) -type ion. By experiment we demonstrate that nearly half of all observed c- and z (*) -type product ions resulting from 226 ETD product ion spectra can be assigned to a single, correct, chemical composition and ion type by simple inspection of the m/ z peaks. The assignments provide (1) a platform to directly determine amino acid composition, (2) an input for database search algorithms, or (3) a basis for de novo sequence analysis.

  18. Particle Based Participating Media Rendering Using Density Octrees

    Science.gov (United States)

    Monette, Richard Elliot

    In order for computer generated imagery to recreate the characteristic visual appearance of phenomena such as smoke and fog it is necessary to compute the way in which light interacts with participating media. In this thesis we present a novel technique for computing volumetric single scattering lighting solutions for particle based inhomogeneous participating media data sets. We seek to calculate volumetric lighting solutions for particle based data sets as such data sets have the advantage of being spatially unbounded and relatively unrestricted with regard to memory as compared to uniform grids. In order to perform the calculations which are required for computing such a lighting solution, we introduce a novel octree based data structure. We refer to this new data structure as a density octree. The design of the density octree allows for efficiently computing light attenuation throughout the spatial extent. Using our new algorithm and data structure, we are able to produce high quality output imagery of arbitrary particle data sets in the presence of arbitrary numbers of lights.

  19. Fairy Lights in Femtoseconds: Aerial and Volumetric Graphics Rendered by Focused Femtosecond Laser Combined with Computational Holographic Fields

    CERN Document Server

    Ochiai, Yoichi; Hoshi, Takayuki; Rekimoto, Jun; Hasegawa, Satoshi; Hayasaki, Yoshio

    2015-01-01

    We present a method of rendering aerial and volumetric graphics using femtosecond lasers. A high-intensity laser excites a physical matter to emit light at an arbitrary 3D position. Popular applications can then be explored especially since plasma induced by a femtosecond laser is safer than that generated by a nanosecond laser. There are two methods of rendering graphics with a femtosecond laser in air: Producing holograms using spatial light modulation technology, and scanning of a laser beam by a galvano mirror. The holograms and workspace of the system proposed here occupy a volume of up to 1 cm^3; however, this size is scalable depending on the optical devices and their setup. This paper provides details of the principles, system setup, and experimental evaluation, and discussions on scalability, design space, and applications of this system. We tested two laser sources: an adjustable (30-100 fs) laser which projects up to 1,000 pulses per second at energy up to 7 mJ per pulse, and a 269-fs laser which p...

  20. Quantum Algorithms

    Science.gov (United States)

    Abrams, D.; Williams, C.

    1999-01-01

    This thesis describes several new quantum algorithms. These include a polynomial time algorithm that uses a quantum fast Fourier transform to find eigenvalues and eigenvectors of a Hamiltonian operator, and that can be applied in cases for which all know classical algorithms require exponential time.

  1. Total algorithms

    NARCIS (Netherlands)

    Tel, G.

    1993-01-01

    We define the notion of total algorithms for networks of processes. A total algorithm enforces that a "decision" is taken by a subset of the processes, and that participation of all processes is required to reach this decision. Total algorithms are an important building block in the design of distri

  2. Efficient generation and optimization of stochastic template banks by a neighboring cell algorithm

    CERN Document Server

    Fehrmann, Henning

    2014-01-01

    Placing signal templates (grid points) as efficiently as possible to cover a multi-dimensional parameter space is crucial in computing-intensive matched-filtering searches for gravitational waves, but also in similar searches in other fields of astronomy. To generate efficient coverings of arbitrary parameter spaces, stochastic template banks have been advocated, where templates are placed at random while rejecting those too close to others. However, in this simple scheme, for each new random point its distance to every template in the existing bank is computed. This rapidly increasing number of distance computations can render the acceptance of new templates computationally prohibitive, particularly for wide parameter spaces or in large dimensions. This work presents a neighboring cell algorithm that can dramatically improve the efficiency of constructing a stochastic template bank. By dividing the parameter space into sub-volumes (cells), for an arbitrary point an efficient hashing technique is exploited to...

  3. Validation of a novel semi-automated method for three-dimensional surface rendering of condyles using cone beam computed tomography data.

    Science.gov (United States)

    Xi, T; van Loon, B; Fudalej, P; Bergé, S; Swennen, G; Maal, T

    2013-08-01

    Morphological changes of the condyles are often observed following orthognathic surgery. In addition to clinical assessment, radiographic evaluation of the condyles is required to distinguish the physiological condylar remodelling from pathological condylar resorption. The low contrast resolution and distortion of greyscale values in cone beam computed tomography (CBCT) scans have impeded an accurate three-dimensional (3D) rendering of the condyles. The current study proposes a novel semi-automated method for 3D rendering of condyles using CBCT datasets, and provides a clinical validation of this method. Ten patients were scanned using a standard CBCT scanning protocol. After defining the volume of interest, a greyscale cut-off value was selected to allow an automatic reconstruction of the condylar outline. The condylar contour was further enhanced manually by two independent observers to correct for the under- and over-contoured voxels. Volumetric measurements and surface distance maps of the condyles were computed. The mean within-observer and between-observer differences in condylar volume were 8.62 mm(3) and 6.13 mm(3), respectively. The mean discrepancy between intra- and inter-observer distance maps of the condylar surface was 0.22 mm and 0.13 mm, respectively. This novel method provides a reproducible tool for the 3D rendering of condyles, allowing longitudinal follow-up and quantitative analysis of condylar changes following orthognathic surgery.

  4. COMPANION ANIMALS SYMPOSIUM: Rendered ingredients significantly influence sustainability, quality, and safety of pet food.

    Science.gov (United States)

    Meeker, D L; Meisinger, J L

    2015-03-01

    The rendering industry collects and safely processes approximately 25 million t of animal byproducts each year in the United States. Rendering plants process a variety of raw materials from food animal production, principally offal from slaughterhouses, but include whole animals that die on farms or in transit and other materials such as bone, feathers, and blood. By recycling these byproducts into various protein, fat, and mineral products, including meat and bone meal, hydrolyzed feather meal, blood meal, and various types of animal fats and greases, the sustainability of food animal production is greatly enhanced. The rendering industry is conscious of its role in the prevention of disease and microbiological control and providing safe feed ingredients for livestock, poultry, aquaculture, and pets. The processing of otherwise low-value OM from the livestock production and meat processing industries through rendering drastically reduces the amount of waste. If not rendered, biological materials would be deposited in landfills, burned, buried, or inappropriately dumped with large amounts of carbon dioxide, ammonia, and other compounds polluting air and water. The majority of rendered protein products are used as animal feed. Rendered products are especially valuable to the livestock and pet food industries because of their high protein content, digestible AA levels (especially lysine), mineral availability (especially calcium and phosphorous), and relatively low cost in relation to their nutrient value. The use of these reclaimed and recycled materials in pet food is a much more sustainable model than using human food for pets.

  5. Spatial sound rendering of a playing xylophone for the telepresence application

    DEFF Research Database (Denmark)

    Markovic, Milos; Madsen, Esben; Hoffmann, Pablo F.

    2013-01-01

    xylophone sound rendering is proposed. The recorded signal is processed in order to define multiple virtual sources which are spatially distributed for the auditory width representation of the virtual xylophone. The results of the analyzed recording and rendering techniques are compared in terms...... played at the student's location is required at the teacher’s site. This paper presents a comparison of different recording techniques for a spatial xylophone sound rendering, focusing on the horizontal width of the xylophone auditory image. The directivity pattern of the xylophone was measured...

  6. TractRender: a new generalized 3D medical image visualization and output platform

    Science.gov (United States)

    Hwang, Darryl H.; Tsao, Sinchai; Gajawelli, Niharika; Law, Meng; Lepore, Natasha

    2015-01-01

    Diffusion MRI allows us not only voxelized diffusion characteristics but also the potential to delineate neuronal fiber path through tractography. There is a dearth of flexible open source tractography software programs for visualizing these complicated 3D structures. Moreover, rendering these structures using various shading, lighting, and representations will result in vastly different graphical feel. In addition, the ability to output these objects in various formats increases the utility of this platform. We have created TractRender that leverages openGL features through Matlab, allowing for maximum ease of use but still maintain the flexibility of custom scene rendering.

  7. Methods for Quantifying and Characterizing Errors in Pixel-Based 3D Rendering.

    Science.gov (United States)

    Hagedorn, John G; Terrill, Judith E; Peskin, Adele P; Filliben, James J

    2008-01-01

    We present methods for measuring errors in the rendering of three-dimensional points, line segments, and polygons in pixel-based computer graphics systems. We present error metrics for each of these three cases. These methods are applied to rendering with OpenGL on two common hardware platforms under several rendering conditions. Results are presented and differences in measured errors are analyzed and characterized. We discuss possible extensions of this error analysis approach to other aspects of the process of generating visual representations of synthetic scenes.

  8. Dimensionality Reduction on Multi-Dimensional Transfer Functions for Multi-Channel Volume Data Sets

    Science.gov (United States)

    Kim, Han Suk; Schulze, Jürgen P.; Cone, Angela C.; Sosinsky, Gina E.; Martone, Maryann E.

    2011-01-01

    The design of transfer functions for volume rendering is a non-trivial task. This is particularly true for multi-channel data sets, where multiple data values exist for each voxel, which requires multi-dimensional transfer functions. In this paper, we propose a new method for multi-dimensional transfer function design. Our new method provides a framework to combine multiple computational approaches and pushes the boundary of gradient-based multi-dimensional transfer functions to multiple channels, while keeping the dimensionality of transfer functions at a manageable level, i.e., a maximum of three dimensions, which can be displayed visually in a straightforward way. Our approach utilizes channel intensity, gradient, curvature and texture properties of each voxel. Applying recently developed nonlinear dimensionality reduction algorithms reduces the high-dimensional data of the domain. In this paper, we use Isomap and Locally Linear Embedding as well as a traditional algorithm, Principle Component Analysis. Our results show that these dimensionality reduction algorithms significantly improve the transfer function design process without compromising visualization accuracy. We demonstrate the effectiveness of our new dimensionality reduction algorithms with two volumetric confocal microscopy data sets. PMID:21841914

  9. Diastolic chamber properties of the left ventricle assessed by global fitting of pressure-volume data: improving the gold standard of diastolic function

    Science.gov (United States)

    Yotti, Raquel; del Villar, Candelas Pérez; del Álamo, Juan C.; Rodríguez-Pérez, Daniel; Martínez-Legazpi, Pablo; Benito, Yolanda; Carlos Antoranz, J.; Mar Desco, M.; González-Mansilla, Ana; Barrio, Alicia; Elízaga, Jaime; Fernández-Avilés, Francisco

    2013-01-01

    In cardiovascular research, relaxation and stiffness are calculated from pressure-volume (PV) curves by separately fitting the data during the isovolumic and end-diastolic phases (end-diastolic PV relationship), respectively. This method is limited because it assumes uncoupled active and passive properties during these phases, it penalizes statistical power, and it cannot account for elastic restoring forces. We aimed to improve this analysis by implementing a method based on global optimization of all PV diastolic data. In 1,000 Monte Carlo experiments, the optimization algorithm recovered entered parameters of diastolic properties below and above the equilibrium volume (intraclass correlation coefficients = 0.99). Inotropic modulation experiments in 26 pigs modified passive pressure generated by restoring forces due to changes in the operative and/or equilibrium volumes. Volume overload and coronary microembolization caused incomplete relaxation at end diastole (active pressure > 0.5 mmHg), rendering the end-diastolic PV relationship method ill-posed. In 28 patients undergoing PV cardiac catheterization, the new algorithm reduced the confidence intervals of stiffness parameters by one-fifth. The Jacobian matrix allowed visualizing the contribution of each property to instantaneous diastolic pressure on a per-patient basis. The algorithm allowed estimating stiffness from single-beat PV data (derivative of left ventricular pressure with respect to volume at end-diastolic volume intraclass correlation coefficient = 0.65, error = 0.07 ± 0.24 mmHg/ml). Thus, in clinical and preclinical research, global optimization algorithms provide the most complete, accurate, and reproducible assessment of global left ventricular diastolic chamber properties from PV data. Using global optimization, we were able to fully uncouple relaxation and passive PV curves for the first time in the intact heart. PMID:23743396

  10. Geometry modeling and grid generation using 3D NURBS control volume

    Science.gov (United States)

    Yu, Tzu-Yi; Soni, Bharat K.; Shih, Ming-Hsin

    1995-01-01

    The algorithms for volume grid generation using NURBS geometric representation are presented. The parameterization algorithm is enhanced to yield a desired physical distribution on the curve, surface and volume. This approach bridges the gap between CAD surface/volume definition and surface/volume grid generation. Computational examples associated with practical configurations have shown the utilization of these algorithms.

  11. Enhanced Animation of Parallel Algorithms. Volume 1

    Science.gov (United States)

    1991-12-01

    interest yes) (has-special-interest y) ) (special-interest c) (assert (key-interest a 80 = ( gensym ))) ) 3. Phase 3 - Recommend Qualities The rules in this...color ?acolour- (/(*30 ?per) 100) = gensym ))) ) 4. Phase 4 - Default Qualities If there is no logical solution possible based on the objective data...Interest b 100 =( gensym ))) ) 5. Phase 5 - Select Display The interpreted data and default values are compared to the attributes of the animation types

  12. ARPANET Routing Algorithm Improvements. Volume 1

    Science.gov (United States)

    1980-08-01

    Lcor are the CHISQUARE , EXPONENTIAL, NORMAL and UNIFORM distributions. The parameters belonging to the chi-square (degrees of freedom) and uniform... chisquare > input file: rngchi.out >> degrees of freedom: 999 S-> Size of test .01 )>> kolmogcrov-smirnov critical value -0.23052 >> computed test...statistical procedures. -428 - N4 F4 Report No. 4473 Bolt Beranek and Newman Inc. 10.3.2.2 RANDOM CLASS CHISQUARE (PARAMETER); LONG REAL ARRAY PARAMETER; A

  13. Flight-appropriate 3D Terrain-rendering Toolkit for Synthetic Vision Project

    Data.gov (United States)

    National Aeronautics and Space Administration — TerraMetrics proposes an SBIR Phase I R/R&D effort to develop a key 3D terrain-rendering technology that provides the basis for successful commercial deployment...

  14. Flight-appropriate 3D Terrain-rendering Toolkit for Synthetic Vision Project

    Data.gov (United States)

    National Aeronautics and Space Administration — The TerraBlocksTM 3D terrain data format and terrain-block-rendering methodology provides an enabling basis for successful commercial deployment of...

  15. Processing-in-Memory Enabled Graphics Processors for 3D Rendering

    Energy Technology Data Exchange (ETDEWEB)

    Xie, Chenhao; Song, Shuaiwen; Wang, Jing; Zhang, Weigong; Fu, Xin

    2017-02-06

    The performance of 3D rendering of Graphics Processing Unit that convents 3D vector stream into 2D frame with 3D image effects significantly impact users’ gaming experience on modern computer systems. Due to the high texture throughput in 3D rendering, main memory bandwidth becomes a critical obstacle for improving the overall rendering performance. 3D stacked memory systems such as Hybrid Memory Cube (HMC) provide opportunities to significantly overcome the memory wall by directly connecting logic controllers to DRAM dies. Based on the observation that texel fetches significantly impact off-chip memory traffic, we propose two architectural designs to enable Processing-In-Memory based GPU for efficient 3D rendering.

  16. North American Rendering: processing high quality protein and fats for feed North American Rendering: processamento de proteínas e gorduras de alta qualidade para alimentos para animais

    Directory of Open Access Journals (Sweden)

    David L. Meeker

    2009-07-01

    Full Text Available One third to one half of each animal produced for meat, milk, eggs, and fiber is not consumed by humans. These raw materials are subjected to rendering processes resulting in many useful products. Meat and bone meal, meat meal, poultry meal, hydrolyzed feather meal, blood meal, fish meal, and animal fats are the primary products resulting from the rendering process. The most important and valuable use for these animal by-products is as feed ingredients for livestock, poultry, aquaculture, and companion animals. There are volumes of scientific references validating the nutritional qualities of these products, and there are no scientific reasons for altering the practice of feeding rendered products to animals. Government agencies regulate the processing of food and feed, and the rendering industry is scrutinized often. In addition, industry programs include good manufacturing practices, HACCP, Codes of Practice, and third-party certification. The rendering industry clearly understands its role in the safe and nutritious production of animal feed ingredients and has done it very effectively for over 100 years. The availability of rendered products for animal feeds in the future depends on regulation and the market. Regulatory agencies will determine whether certain raw materials can be used for animal feed. The National Renderers Association (NRA supports the use of science as the basis for regulation while aesthetics, product specifications, and quality differences should be left to the market place. Without the rendering industry, the accumulation of unprocessed animal by-products would impede the meat industries and pose a serious potential hazard to animal and human health.De um terço a metade da produção animal para carne, leite, ovos e fibra, não são consumidos pelos seres humanos. Estes materiais não consumidos são sujeitos a processamento em graxarias e indústrias de alimentos de origem animal, resultando em uma série de produtos

  17. A learning-based approach for automated quality assessment of computer-rendered images

    Science.gov (United States)

    Zhang, Xi; Agam, Gady

    2012-01-01

    Computer generated images are common in numerous computer graphics applications such as games, modeling, and simulation. There is normally a tradeoff between the time allocated to the generation of each image frame and and the quality of the image, where better quality images require more processing time. Specifically, in the rendering of 3D objects, the surfaces of objects may be manipulated by subdividing them into smaller triangular patches and/or smoothing them so as to produce better looking renderings. Since unnecessary subdivision results in increased rendering time and unnecessary smoothing results in reduced details, there is a need to automatically determine the amount of necessary processing for producing good quality rendered images. In this paper we propose a novel supervised learning based methodology for automatically predicting the quality of rendered images of 3D objects. To perform the prediction we train on a data set which is labeled by human observers for quality. We are then able to predict the quality of renderings (not used in the training) with an average prediction error of roughly 20%. The proposed approach is compared to known techniques and is shown to produce better results.

  18. On-the-fly generation and rendering of infinite cities on the GPU

    KAUST Repository

    Steinberger, Markus

    2014-05-01

    In this paper, we present a new approach for shape-grammar-based generation and rendering of huge cities in real-time on the graphics processing unit (GPU). Traditional approaches rely on evaluating a shape grammar and storing the geometry produced as a preprocessing step. During rendering, the pregenerated data is then streamed to the GPU. By interweaving generation and rendering, we overcome the problems and limitations of streaming pregenerated data. Using our methods of visibility pruning and adaptive level of detail, we are able to dynamically generate only the geometry needed to render the current view in real-time directly on the GPU. We also present a robust and efficient way to dynamically update a scene\\'s derivation tree and geometry, enabling us to exploit frame-to-frame coherence. Our combined generation and rendering is significantly faster than all previous work. For detailed scenes, we are capable of generating geometry more rapidly than even just copying pregenerated data from main memory, enabling us to render cities with thousands of buildings at up to 100 frames per second, even with the camera moving at supersonic speed. © 2014 The Author(s) Computer Graphics Forum © 2014 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.

  19. Volume Entropy

    CERN Document Server

    Astuti, Valerio; Rovelli, Carlo

    2016-01-01

    Building on a technical result by Brunnemann and Rideout on the spectrum of the Volume operator in Loop Quantum Gravity, we show that the dimension of the space of the quadrivalent states --with finite-volume individual nodes-- describing a region with total volume smaller than $V$, has \\emph{finite} dimension, bounded by $V \\log V$. This allows us to introduce the notion of "volume entropy": the von Neumann entropy associated to the measurement of volume.

  20. Planar graphs theory and algorithms

    CERN Document Server

    Nishizeki, T

    1988-01-01

    Collected in this volume are most of the important theorems and algorithms currently known for planar graphs, together with constructive proofs for the theorems. Many of the algorithms are written in Pidgin PASCAL, and are the best-known ones; the complexities are linear or 0(nlogn). The first two chapters provide the foundations of graph theoretic notions and algorithmic techniques. The remaining chapters discuss the topics of planarity testing, embedding, drawing, vertex- or edge-coloring, maximum independence set, subgraph listing, planar separator theorem, Hamiltonian cycles, and single- or multicommodity flows. Suitable for a course on algorithms, graph theory, or planar graphs, the volume will also be useful for computer scientists and graph theorists at the research level. An extensive reference section is included.

  1. See-Through Imaging of Laser-Scanned 3d Cultural Heritage Objects Based on Stochastic Rendering of Large-Scale Point Clouds

    Science.gov (United States)

    Tanaka, S.; Hasegawa, K.; Okamoto, N.; Umegaki, R.; Wang, S.; Uemura, M.; Okamoto, A.; Koyamada, K.

    2016-06-01

    We propose a method for the precise 3D see-through imaging, or transparent visualization, of the large-scale and complex point clouds acquired via the laser scanning of 3D cultural heritage objects. Our method is based on a stochastic algorithm and directly uses the 3D points, which are acquired using a laser scanner, as the rendering primitives. This method achieves the correct depth feel without requiring depth sorting of the rendering primitives along the line of sight. Eliminating this need allows us to avoid long computation times when creating natural and precise 3D see-through views of laser-scanned cultural heritage objects. The opacity of each laser-scanned object is also flexibly controllable. For a laser-scanned point cloud consisting of more than 107 or 108 3D points, the pre-processing requires only a few minutes, and the rendering can be executed at interactive frame rates. Our method enables the creation of cumulative 3D see-through images of time-series laser-scanned data. It also offers the possibility of fused visualization for observing a laser-scanned object behind a transparent high-quality photographic image placed in the 3D scene. We demonstrate the effectiveness of our method by applying it to festival floats of high cultural value. These festival floats have complex outer and inner 3D structures and are suitable for see-through imaging.

  2. Real-time synchronized rendering of multi-view video for 8Kx4K three-dimensional display with spliced four liquid crystal panels

    Science.gov (United States)

    Cui, Huilong; Sang, Xinzhu; Xing, Shujun; Ning, Jiwei; Yan, Binbin; Dou, Wenhua; Xiao, Liquan

    2016-10-01

    A high speed synchronized rendering of multi-view video for 8K×4K multi-LCD-spliced three-dimensional (3D) display system based on CUDA is demonstrated. Because the conventional image processing calculation method is no longer applicable to this 3D display system, the CUDA technology is used for 3D image processing to address the problem of low efficiency.The 8K×4K screen is composed of four LCD screens, and accurate segmentation of the scene is carried out to ensure the correct display of 3D contents and a set of controlling and the host software are optimally implemented to make all of the connected processors render 3D videos simultaneously. The system which is based on the master-slave synchronization communication mode and DIBR-CUDA accelerated algorithm is used to realize the high resolution, high frame rate, large size, and wide view angle video rendering for the real-time 3D display. Experimental result shows a stable frame-rate at 30 frame-per-second and the friendly interactive interface can be achieved.

  3. 三维场景实现算法%The Algorithm for the Real-time 3D Rendering

    Institute of Scientific and Technical Information of China (English)

    王海涛

    2010-01-01

    目前计算机中实现三维场景的通用方法是Z-buffer算法.而Ray tracing算法是一个相比于Z-buffer算法,更优的三维场景实现算法.该文详细介绍了Z-buffer算法和ray-tracing算法,并进行了比较.

  4. A Method of Haptic Texture Rendering Color Image%彩色图像的纹理力/触觉渲染方法

    Institute of Scientific and Technical Information of China (English)

    李佳璐; 宋爱国; 张小瑞

    2011-01-01

    针对图像纹理力/触觉再现技术中用灰度变化表征纹理所导致的彩色图像在灰度变换后丢失纹理信息的缺点,用颜色变化表征纹理,提出彩色图像的纹理力/触觉渲染方法.该方法中,切向力的计算基于像素力场算法,法向力的计算基于惩罚算法,根据颜色和空间感的心理学效应提出由亮度和色调决定约束空间,合力通过手控器反馈给操作者.实验结果表明,文中方法能够有效地对彩色图像纹理进行力/触觉渲染.%In image-based haptic texture rendering methods, converting color an image to gray-scale in which the texture is defined as gray-scale variation usually leads to loss of texture information. In this paper, texture is defined as color variation and a method of haptic texture rendering color image is proposed. In the proposed method, lateral forces are computed by a pixel force field algorithm, normal forces are computed by a penalty-based haptic rendering method, and constraint space is determined by both value and hue according to color-space psychology effects. Resultant of forces is fed back to the users. Experimental results show the method is feasible to haptically texture render color images.

  5. On-line Free-viewpoint Video: From Single to Multiple View Rendering

    Institute of Scientific and Technical Information of China (English)

    Vincent Nozick; Hideo Saito

    2008-01-01

    In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. We present a new VBR system that creates new views of a live dynamic scene. This system provides high quality images and does not require any background subtraction. Our method follows a plane-sweep approach and reaches real-time rendering using consumer graphic hardware, graphics processing unit (GPU). Only one computer is used for both acquisition and rendering. The video stream acquisition is performed by at least 3 webcams. We propose an additional video stream management that extends the number of webcams to 10 or more. These considerations make our system low-cost and hence accessible for everyone. We also present an adaptation of our plane-sweep method to create simultaneously multiple views of the scene in real-time. Our system is especially designed for stereovision using autostereoscopic displays. The new views are computed from 4 webcams connected to a computer and are compressed in order to be transfered to a mobile phone. Using CPU programming, our method provides up to 16 images of the scene in real-time. The use of both GPU and CPU makes this method work on only one consumer grade computer.

  6. ClipCard: Sharable, Searchable Visual Metadata Summaries on the Cloud to Render Big Data Actionable

    Science.gov (United States)

    Saripalli, P.; Davis, D.; Cunningham, R.

    2013-12-01

    Research firm IDC estimates that approximately 90 percent of the Enterprise Big Data go un-analyzed, as 'dark data' - an enormous corpus of undiscovered, untagged information residing on data warehouses, servers and Storage Area Networks (SAN). In the geosciences, these data range from unpublished model runs to vast survey data assets to raw sensor data. Many of these are now being collected instantaneously, at a greater volume and in new data formats. Not all of these data can be analyzed, nor processed in real time, and their features may not be well described at the time of collection. These dark data are a serious data management problem for science organizations of all types, especially ones with mandated or required data reporting and compliance requirements. Additionally, data curators and scientists are encouraged to quantify the impact of their data holdings as a way to measure research success. Deriving actionable insights is the foremost goal of Big Data Analytics (BDA), which is especially true with geoscience, given its direct impact on most of the pressing global issues. Clearly, there is a pressing need for innovative approaches to making dark data discoverable, measurable, and actionable. We report on ClipCard, a Cloud-based SaaS analytic platform for instant summarization, quick search, visualization and easy sharing of metadata summaries form the Dark Data at hierarchical levels of detail, thus rendering it 'white', i.e., actionable. We present a use case of the ClipCard platform, a cloud-based application which helps generate (abstracted) visual metadata summaries and meta-analytics for environmental data at hierarchical scales within and across big data containers. These summaries and analyses provide important new tools for managing big data and simplifying collaboration through easy to deploy sharing APIs. The ClipCard application solves a growing data management bottleneck by helping enterprises and large organizations to summarize, search

  7. Algorithmic Adventures

    CERN Document Server

    Hromkovic, Juraj

    2009-01-01

    Explores the science of computing. This book starts with the development of computer science, algorithms and programming, and then explains and shows how to exploit the concepts of infinity, computability, computational complexity, nondeterminism and randomness.

  8. Evaluation and Improvement of the CIE Metameric and Colour Rendering Index

    Directory of Open Access Journals (Sweden)

    Radovan Slavuj

    2015-12-01

    Full Text Available All artificial light sources are intended to simulate daylight and its properties of color rendering or ability of colour discrimination. Two indices, defined by the CIE, are used to quantify quality of the artificial light sources. First is Color Rendering Index which quantifies ability of light sources to render colours and other is the Metemerism Index which describes metamerism potential of given light source. Calculation of both indices are defined by CIE and has been a subject of discussion and change in past. In this work particularly, the problem of sample number and type used in calculation is addressed here and evaluated. It is noticed that both indices depends on the choice and sample number and that they should be determined based on application.

  9. Spatial sound rendering of a playing xylophone for the telepresence application

    DEFF Research Database (Denmark)

    Markovic, Milos; Madsen, Esben; Hoffmann, Pablo F.

    2013-01-01

    and spatial properties of the sound field created by a xylophone as a distributed sound source were analyzed. Xylophone recordings were performed using different microphone configurations: one and two-channel recording setups are implemented. One-channel recording technique with binaural synthesis for spatial...... played at the student's location is required at the teacher’s site. This paper presents a comparison of different recording techniques for a spatial xylophone sound rendering, focusing on the horizontal width of the xylophone auditory image. The directivity pattern of the xylophone was measured...... xylophone sound rendering is proposed. The recorded signal is processed in order to define multiple virtual sources which are spatially distributed for the auditory width representation of the virtual xylophone. The results of the analyzed recording and rendering techniques are compared in terms...

  10. Physics Based Modeling and Rendering of Vegetation in the Thermal Infrared

    Science.gov (United States)

    Smith, J. A.; Ballard, J. R., Jr.

    1999-01-01

    We outline a procedure for rendering physically-based thermal infrared images of simple vegetation scenes. Our approach incorporates the biophysical processes that affect the temperature distribution of the elements within a scene. Computer graphics plays a key role in two respects. First, in computing the distribution of scene shaded and sunlit facets and, second, in the final image rendering once the temperatures of all the elements in the scene have been computed. We illustrate our approach for a simple corn scene where the three-dimensional geometry is constructed based on measured morphological attributes of the row crop. Statistical methods are used to construct a representation of the scene in agreement with the measured characteristics. Our results are quite good. The rendered images exhibit realistic behavior in directional properties as a function of view and sun angle. The root-mean-square error in measured versus predicted brightness temperatures for the scene was 2.1 deg C.

  11. ACCELERATION RENDERING METHOD ON RAY TRACING WITH ANGLE COMPARISON AND DISTANCE COMPARISON

    Directory of Open Access Journals (Sweden)

    Liliana liliana

    2007-01-01

    Full Text Available In computer graphics applications, to produce realistic images, a method that is often used is ray tracing. Ray tracing does not only model local illumination but also global illumination. Local illumination count ambient, diffuse and specular effects only, but global illumination also count mirroring and transparency. Local illumination count effects from the lamp(s but global illumination count effects from other object(s too. Objects that are usually modeled are primitive objects and mesh objects. The advantage of mesh modeling is various, interesting and real-like shape. Mesh contains many primitive objects like triangle or square (rare. A problem in mesh object modeling is long rendering time. It is because every ray must be checked with a lot of triangle of the mesh. Added by ray from other objects checking, the number of ray that traced will increase. It causes the increasing of rendering time. To solve this problem, in this research, new methods are developed to make the rendering process of mesh object faster. The new methods are angle comparison and distance comparison. These methods are used to reduce the number of ray checking. The rays predicted will not intersect with the mesh, are not checked weather the ray intersects the mesh. With angle comparison, if using small angle to compare, the rendering process will be fast. This method has disadvantage, if the shape of each triangle is big, some triangles will be corrupted. If the angle to compare is bigger, mesh corruption can be avoided but the rendering time will be longer than without comparison. With distance comparison, the rendering time is less than without comparison, and no triangle will be corrupted.

  12. Construction and Evaluation of an Ultra Low Latency Frameless Renderer for VR.

    Science.gov (United States)

    Friston, Sebastian; Steed, Anthony; Tilbury, Simon; Gaydadjiev, Georgi

    2016-04-01

    Latency - the delay between a user's action and the response to this action - is known to be detrimental to virtual reality. Latency is typically considered to be a discrete value characterising a delay, constant in time and space - but this characterisation is incomplete. Latency changes across the display during scan-out, and how it does so is dependent on the rendering approach used. In this study, we present an ultra-low latency real-time ray-casting renderer for virtual reality, implemented on an FPGA. Our renderer has a latency of ~1 ms from 'tracker to pixel'. Its frameless nature means that the region of the display with the lowest latency immediately follows the scan-beam. This is in contrast to frame-based systems such as those using typical GPUs, for which the latency increases as scan-out proceeds. Using a series of high and low speed videos of our system in use, we confirm its latency of ~1 ms. We examine how the renderer performs when driving a traditional sequential scan-out display on a readily available HMO, the Oculus Rift OK2. We contrast this with an equivalent apparatus built using a GPU. Using captured human head motion and a set of image quality measures, we assess the ability of these systems to faithfully recreate the stimuli of an ideal virtual reality system - one with a zero latency tracker, renderer and display running at 1 kHz. Finally, we examine the results of these quality measures, and how each rendering approach is affected by velocity of movement and display persistence. We find that our system, with a lower average latency, can more faithfully draw what the ideal virtual reality system would. Further, we find that with low display persistence, the sensitivity to velocity of both systems is lowered, but that it is much lower for ours.

  13. Image Volume Rendering based on GPU Computing%基于GPU通用计算的图像体绘制

    Institute of Scientific and Technical Information of China (English)

    吴井胜; 鲍旭东

    2008-01-01

    基于GPU(graphic processing unit)的体绘制是体视化技术研究的重要分支.应用GPU通用计算改进基于GPU的图像体绘制,在体积图像处理、代理几何面生成、代理几何面渲染等体绘制过程中使用GPU通用计算技术,以提高绘制效率,改善图像质量.实验证明,基于GPU通用计算的体绘制在交互性能和绘制效果方面均表现良好.

  14. Mastering Mental Ray Rendering Techniques for 3D and CAD Professionals

    CERN Document Server

    O'Connor, Jennifer

    2010-01-01

    Proven techniques for using mental ray effectively. If you're a busy artist seeking high-end results for your 3D, design, or architecture renders using mental ray, this is the perfect book for you. It distills the highly technical nature of rendering into easy-to-follow steps and tutorials that you can apply immediately to your own projects. The book uses 3ds Max and 3ds Max Design to show the integration with mental ray, but users of any 3D or CAD software can learn valuable techniques for incorporating mental ray into their pipelines.: Takes you under the hood of mental ray, a stand-alone or

  15. User evaluation of eight led light sources with different special colour rendering indices R9

    DEFF Research Database (Denmark)

    Markvart, Jakob; Iversen, Anne; Logadottir, Asta

    2013-01-01

    In this study we evaluated the influence of the special colour rendering index R9 on subjective red colour perception and Caucasian skin appearance among untrained test subjects. The light sources tested are commercially available LED based light sources with similar correlated colour temperature...... and general colour rendering index, but with varying R9. It was found that the test subjects in general are more positive towards light sources with higher R9. The shift from a majority of negative responses to a majority of positive responses is found to occur at R9 values of ~20....

  16. USER EVALUATION OF EIGHT LED LIGHT SOURCES WITH DIFFERENTSPECIAL COLOUR RENDERING INDICES R9

    DEFF Research Database (Denmark)

    Markvart, Jakob; Iversen, Anne; Logadóttir, Ásta;

    2013-01-01

    In this study we evaluated the influence of the special colour rendering index R9 on subjective red colour perception and Caucasian skin appearance among untrained test subjects. The light sources tested are commercially available LED based light sources with similar correlated colour temperature...... and general colour rendering index, but with varying R9. It was found that the test subjects in general are more positive towards light sources with higher R9. The shift from a majority of negative responses to a majority of positive responses is found to occur at R9 values of ~20....

  17. Towards the Availability of the Distributed Cluster Rendering System: Automatic Modeling and Verification

    DEFF Research Database (Denmark)

    Wang, Kemin; Jiang, Zhengtao; Wang, Yongbin;

    2012-01-01

    , whenever the number of node-n and related parameters vary, we can create the PRISM model file rapidly and then we can use PRISM model checker to verify ralated system properties. At the end of this study, we analyzed and verified the availability distributions of the Distributed Cluster Rendering System......In this study, we proposed a Continuous Time Markov Chain Model towards the availability of n-node clusters of Distributed Rendering System. It's an infinite one, we formalized it, based on the model, we implemented a software, which can automatically model with PRISM language. With the tool...

  18. Color Temperature Tunable White-Light LED Cluster with Extrahigh Color Rendering Index

    OpenAIRE

    Minhao Zhang; Yu Chen; Guoxing He

    2014-01-01

    The correlated color temperature (CCT) tunable white-light LED cluster with extrahigh color rendering property has been found by simulation and fabricated, which consists of three WW LEDs (CCT = 3183 K), one red LED (634.1 nm), one green LED (513.9 nm), and one blue LED (456.2 nm). The experimental results show that this cluster can realize the CCT tunable white-lights with a color rendering index (CRI) above 93, special CRI R9 for strong red above 90, average value of the special CRIs of R9...

  19. Acoustic Holographic Rendering with Two-dimensional Metamaterial-based Passive Phased Array

    Science.gov (United States)

    Xie, Yangbo; Shen, Chen; Wang, Wenqi; Li, Junfei; Suo, Dingjie; Popa, Bogdan-Ioan; Jing, Yun; Cummer, Steven A.

    2016-01-01

    Acoustic holographic rendering in complete analogy with optical holography are useful for various applications, ranging from multi-focal lensing, multiplexed sensing and synthesizing three-dimensional complex sound fields. Conventional approaches rely on a large number of active transducers and phase shifting circuits. In this paper we show that by using passive metamaterials as subwavelength pixels, holographic rendering can be achieved without cumbersome circuitry and with only a single transducer, thus significantly reducing system complexity. Such metamaterial-based holograms can serve as versatile platforms for various advanced acoustic wave manipulation and signal modulation, leading to new possibilities in acoustic sensing, energy deposition and medical diagnostic imaging. PMID:27739472

  20. A graphics pipeline for directtly rendering 3D scenes on web browsers

    OpenAIRE

    Pinto, Edgar Marchiel

    2009-01-01

    In this dissertation we propose a graphics pipeline, in the form of aWeb3D graphics library, for directly rendering 3D scenes on web browsers. This open sourceWeb3D graphics library is called Glypher3D. It is entirely written in JavaScript (together with the HTML5 canvas element) and aims at enabling the creation, manipulation and rendering of 3D contents within a browser, without the need of installing any type of web browser plug-ins or add-ons (i.e. it does not take advantag...

  1. 31 CFR 545.514 - Payments for services rendered by the Taliban to aircraft.

    Science.gov (United States)

    2010-07-01

    ... 31 Money and Finance: Treasury 3 2010-07-01 2010-07-01 false Payments for services rendered by the Taliban to aircraft. 545.514 Section 545.514 Money and Finance: Treasury Regulations Relating to Money and..., or supply, directly or indirectly, of goods, software, technology, and services to ensure the safety...

  2. ADMINISTRATIVE REGULATION IN RENDERING CIVIL SERVICE IN THE SYSTEM OF LEGAL ENACTMENTS

    Directory of Open Access Journals (Sweden)

    Valeria V. Lich

    2013-01-01

    Full Text Available The article studies the place of administrative regulation in rendering civil service in the hierarchy of the Russian laws and regulations. The problem whether to consider administrative regulation in civil service as a departmental law, issued by federal authorities, or as a clarification to federal laws and an instruction on its execution, is discussed in the article.

  3. 27 CFR 19.983 - Spirits rendered unfit for beverage use in the production process.

    Science.gov (United States)

    2010-04-01

    ... beverage use in the production process. 19.983 Section 19.983 Alcohol, Tobacco Products and Firearms... the production process. Where spirits are rendered unfit for beverage use before removal from the production system, the proprietor shall enter into the production records, in addition to the quantity...

  4. Moisture transport properties of brick – comparison of exposed, impregnated and rendered brick

    DEFF Research Database (Denmark)

    Hansen, Tessa Kvist; Bjarløv, Søren Peter; Peuhkuri, Ruut

    2016-01-01

    In regards to internal insulation of preservation worthy brick façades, external moisture sources, such as wind-driven rain exposure, inevitably has an impact on moisture conditions within the masonry construction. Surface treatments, such as hydrophobation or render, may remedy the impacts...

  5. 3D-TV Rendering on a Multiprocessor System on a Chip

    NARCIS (Netherlands)

    Van Eijndhoven, J.T.J.; Li, X.

    2006-01-01

    This thesis focuses on the issue of mapping 3D-TV rendering applications to a multiprocessor platform. The target platform aims to address tomorrow's multi-media consumer market. The prototype chip, called Wasabi, contains a set of TriMedia processors that communicate viaa shared memory, fast messag

  6. Smooth, Interactive Rendering Techniques on Large-Scale, Geospatial Data in Flood Visualizations

    NARCIS (Netherlands)

    Kehl, C.; Tutenel, T.; Eisemann, E.

    2013-01-01

    Visualising large-scale geospatial data is a demanding challenge that finds applications in many fields, including climatology and hydrology. Due to the enormous data size, it is currently not possible to render full datasets interactively without significantly compromising quality (especially not w

  7. Real-time Terrain Rendering using Smooth Hardware Optimized Level of Detail

    DEFF Research Database (Denmark)

    Larsen, Bent Dalgaard; Christensen, Niels Jørgen

    2003-01-01

    - also known as ’popping’, when reducing the geometry by exploiting the low-level hardware programmability in order to maintain interactive framerates. Terrain models are repolygonized in order to minimizing the visible error. Furthermore, the method minimizes CPU usage during rendering and requires...

  8. Advanced Audiovisual Rendering, Gesture-Based Interaction and Distributed Delivery for Immersive and Interactive Media Services

    NARCIS (Netherlands)

    Niamut, O.A.; Kochale, A.; Ruiz Hidalgo, J.; Macq, J-F.; Kienast, G.

    2011-01-01

    The media industry is currently being pulled in the often-opposing directions of increased realism (high resolution, stereoscopic, large screen) and personalisation (selection and control of content, availability on many devices). A capture, production, delivery and rendering system capable of

  9. Psychophysical evaluations of various color rendering from LED-based architectural lighting

    Science.gov (United States)

    Thompson, Maria; O'Reilly, Una-May; Levin, Robert

    2007-09-01

    This paper reports a study on visual evaluation of colors under LED lighting operated by an energy-saving control strategy. Digitally controlled LED systems can produce various qualities of light, adjustable to users' requirements. In this context, a novel control concept inspired this research: strategic control of Red, Yellow, Green & Blue LEDs forming white light can further increase energy efficiency. The resulting (more efficient) light, however, would have decreased "color rendering" (ability of accurately reproduce colors). The notable point is that while reducing color rendering, color temperature and light levels can stay constant and hence the appearance of the modified light could stay the same, and only the colors of illuminated objects would change. But how spaces would be perceived under such light with changing color rendering is a key question. This research investigated the hypothesis that a significant range of color distortions would be unnoticeable under such dynamically controlled illumination, especially outside of users' main field of view. If successful, such control technique could be implemented for unoccupied spaces that would not tolerated dimming, and minimize peak hours energy waste, potentially enabling significant power reductions. Three incremental series of experiments were performed based on subjective assessment of colors under changing color rendering. Tests were carried out for central and peripheral vision, using laboratory booths (phase 1) and full scale architectural mockups (phase 2). Results confirmed the fundamental hypothesis, showing that the majority of subjects did not detect the color changes in their periphery while the same color changes were noticeable with direct observation.

  10. Photometric and Colorimeric Comparison of HDR and Spctrally Resolved Rendering Images

    DEFF Research Database (Denmark)

    Amdemeskel, Mekbib Wubishet; Soreze, Thierry Silvio Claude; Thorseth, Anders

    2016-01-01

    used a scene similar to the cornel box (CUPCG, 1998) but with a spectrally controllable LED light source, neutral grey walls and a colour checker board for colorimetric assessments. The luminance value and colour information of the HDR camera and rendering images are used for the comparison...

  11. External memory algorithms

    CERN Document Server

    Abello, James M

    1999-01-01

    The AMS and DIMACS are pleased to present this 50th volume in the DIMACS series. This series contains volumes coming out of programs at the Center for Discrete Mathematics and Theoretical Computer Science (DIMACS), which is headquartered at Rutgers University in partnership with Princeton University, AT&T Labs-Research, Bell Labs (Lucent Technologies), NEC Research Institute, and Telcordia Technologies (formerly Bellcore). The series includes topics on research and education concerning areas such as discrete and computational geometry, discrete optimization, data structures and algorithms, computational intractability, massive data sets, networks, graph theory, combinatorics, computational number theory and cryptology, discrete probability, recursive function theory and mathematical logic, Boolean functions, computational and mathematical biology, and computational algebra.

  12. Combinatorial algorithms

    CERN Document Server

    Hu, T C

    2002-01-01

    Newly enlarged, updated second edition of a valuable text presents algorithms for shortest paths, maximum flows, dynamic programming and backtracking. Also discusses binary trees, heuristic and near optimums, matrix multiplication, and NP-complete problems. 153 black-and-white illus. 23 tables.Newly enlarged, updated second edition of a valuable, widely used text presents algorithms for shortest paths, maximum flows, dynamic programming and backtracking. Also discussed are binary trees, heuristic and near optimums, matrix multiplication, and NP-complete problems. New to this edition: Chapter 9

  13. Validation of Thermal Lethality against Salmonella enterica in Poultry Offal during Rendering.

    Science.gov (United States)

    Jones-Ibarra, Amie-Marie; Acuff, Gary R; Alvarado, Christine Z; Taylor, T Matthew

    2017-09-01

    Recent outbreaks of human disease following contact with companion animal foods cross-contaminated with enteric pathogens, such as Salmonella enterica, have resulted in increased concern regarding the microbiological safety of animal foods. Additionally, the U.S. Food and Drug Administration Food Safety Modernization Act and its implementing rules have stipulated the implementation of current good manufacturing practices and food safety preventive controls for livestock and companion animal foods. Animal foods and feeds are sometimes formulated to include thermally rendered animal by-product meals. The objective of this research was to determine the thermal inactivation of S. enterica in poultry offal during rendering at differing temperatures. Raw poultry offal was obtained from a commercial renderer and inoculated with a mixture of Salmonella serovars Senftenberg, Enteritidis, and Gallinarum (an avian pathogen) prior to being subjected to heating at 150, 155, or 160°F (65.5, 68.3, or 71.1°C) for up to 15 min. Following heat application, surviving Salmonella bacteria were enumerated. Mean D-values for the Salmonella cocktail at 150, 155, and 160°F were 0.254 ± 0.045, 0.172 ± 0.012, and 0.086 ± 0.004 min, respectively, indicative of increasing susceptibility to increased application of heat during processing. The mean thermal process constant (z-value) was 21.948 ± 3.87°F. Results indicate that a 7.0-log-cycle inactivation of Salmonella may be obtained from the cumulative lethality encountered during the heating come-up period and subsequent rendering of raw poultry offal at temperatures not less than 150°F. Current poultry rendering procedures are anticipated to be effective for achieving necessary pathogen control when completed under sanitary conditions.

  14. Using wesBench to Study the Rendering Performance of Graphics Processing Units

    Energy Technology Data Exchange (ETDEWEB)

    Bethel, Edward W

    2010-01-08

    Graphics operations consist of two broad operations. The first, which we refer to here as vertex operations, consists of transformation, lighting, primitive assembly, and so forth. The second, which we refer to as pixel or fragment operations, consist of rasterization, texturing, scissoring, blending, and fill. Overall GPU rendering performance is a function of throughput of both these interdependent stages: if one stage is slower than the other, the faster stage will be forced to run more slowly and overall rendering performance will be adversely affected. This relationship is commutative: if the later stage has a greater workload than the earlier stage, the earlier stage will be forced to 'slow down.' For example, a large triangle that covers many screen pixels will incur a very small amount of work in the vertex stage while at the same time incurring a relatively large amount of work in the fragment stage. Rendering performance of a scene consisting of many large-area triangles will be limited by throughput of the fragment stage, which will have relatively more work than the vertex stage. There are two main objectives for this document. First, we introduce a new graphics benchmark, wesBench, which is useful for measuring performance of both stages of the rendering pipeline under varying conditions. Second, we present its methodology for measuring performance and show results of several performance measurement studies aimed at producing better understanding of GPU rendering performance characteristics and limits under varying configurations. First, in Section 2, we explore the 'crossover' point between geometry and rasterization. Second, in Section 3, we explore additional performance characteristics, some of which are ill- or un-documented. Lastly, several appendices provide additional material concerning problems with the gfxbench benchmark, and details about the new wesBench graphics benchmark.

  15. Three-dimensional volume visualization of the in vivo human ocular lens showing localization of the cataract.

    Science.gov (United States)

    Masters, B R; Sasaki, K; Sakamoto, Y; Kojima, M; Emori, Y; Senft, S L; Foster, M

    1996-01-01

    An in vivo human lens containing a cataract has been visualized by volume rendering a transformed series of 60 rotated Scheimpflug digital images. The data set was obtained by rotating the Scheimpflug camera about the optic axis of the lens in 3-degree increments. The set of 60 Scheimpflug digital images were mathematically transformed into a new data set in which the images are oriented perpendicular to the optic axis of the eye. The transformed set of optical sections were first aligned to correct for eye movements during the data collection process, then rendered into a three-dimensional volume reconstruction with volume-rendering computer graphics techniques. The viewpoint and the transparency of the volume rendered in vivo human lens were varied in order to observe volume opacities in various regions of the lens. To help visualize lens opacities, the intensity of light scattering was pseudocolor-coded as an integral part of the three-dimensional volume rendering. Three-dimensional, pseudocolored volume rendering of the in vivo human ocular lens represents a new technique to visualize in vivo human cataracts.

  16. Theoretical and Practical Aspects of Algorithmic Trading

    OpenAIRE

    2010-01-01

    At today's stock markets, most of the trading volume is traded electronically. Thus, also many market participants execute their order flow automatically with the help of trading algorithms. Hence, several important aspects concerning algorithmic trading are discussed. One of the main topics of the current work is the measurement and the analysis of the market impact of transactions performed by a trading algorithm. Another main topic is a model to predict the intr...

  17. Autodriver algorithm

    Directory of Open Access Journals (Sweden)

    Anna Bourmistrova

    2011-02-01

    Full Text Available The autodriver algorithm is an intelligent method to eliminate the need of steering by a driver on a well-defined road. The proposed method performs best on a four-wheel steering (4WS vehicle, though it is also applicable to two-wheel-steering (TWS vehicles. The algorithm is based on coinciding the actual vehicle center of rotation and road center of curvature, by adjusting the kinematic center of rotation. The road center of curvature is assumed prior information for a given road, while the dynamic center of rotation is the output of dynamic equations of motion of the vehicle using steering angle and velocity measurements as inputs. We use kinematic condition of steering to set the steering angles in such a way that the kinematic center of rotation of the vehicle sits at a desired point. At low speeds the ideal and actual paths of the vehicle are very close. With increase of forward speed the road and tire characteristics, along with the motion dynamics of the vehicle cause the vehicle to turn about time-varying points. By adjusting the steering angles, our algorithm controls the dynamic turning center of the vehicle so that it coincides with the road curvature center, hence keeping the vehicle on a given road autonomously. The position and orientation errors are used as feedback signals in a closed loop control to adjust the steering angles. The application of the presented autodriver algorithm demonstrates reliable performance under different driving conditions.

  18. A New Page Ranking Algorithm Based On WPRVOL Algorithm

    Directory of Open Access Journals (Sweden)

    Roja Javadian Kootenae

    2013-03-01

    Full Text Available The amount of information on the web is always growing, thus powerful search tools are needed to search for such a large collection. Search engines in this direction help users so they can find their desirable information among the massive volume of information in an easier way. But what is important in the search engines and causes a distinction between them is page ranking algorithm used in them. In this paper a new page ranking algorithm based on "Weighted Page Ranking based on Visits of Links (WPRVOL Algorithm" for search engines is being proposed which is called WPR'VOL for short. The proposed algorithm considers the number of visits of first and second level in-links. The original WPRVOL algorithm takes into account the number of visits of first level in-links of the pages and distributes rank scores based on the popularity of the pages whereas the proposed algorithm considers both in-links of that page (first level in-links and in-links of the pages that point to it (second level in-links in order to calculation of rank of the page, hence more related pages are displayed at the top of search result list. In the summary it is said that the proposed algorithm assigns higher rank to pages that both themselves and pages that point to them be important.

  19. 引入相似性度量的GPU实时图形跟踪渲染技术%GPU Real-time Tracking Graphics Rendering Technology Based on Similar Measurement

    Institute of Scientific and Technical Information of China (English)

    钱春花

    2015-01-01

    提出一种基于目标分布场相似性度量的实时图形跟踪渲染算法.使用OpenFlight的建模环境提供GPU实时图形渲染三维图形观察器,得到一个有二维层次的结构图,进行目标分布场设计,结合静态视点图像的运动方程,通过对图像自然分层,保留原始图像的基本信息,为了在跟踪中使分布场能适应各种复杂场景,需要对原始的分布场进行高斯平滑,通过目标分布场相似性度量,实现GPU实时图形跟踪渲染.仿真结果表明,采用该算法进行实时图形渲染,可以提高渲染跟踪效率,搜索时间短,误差率较低,提高了图形的渲染真实感.%This paper proposed a similar target field real-time graphics rendering algorithm based on the tracking measure-ment. Modeling environment using OpenFlight GPU real-time rendering of 3D graphics viewer, a two-dimensional layered structure, the target distribution design, combined with the equations of motion of a static view images, the image of natural stratification, retains the basic information of the original image, in order to make the field can adapt to a variety of complex scene in the trace, Gauss needs to smooth the original distribution field, the distribution of target similarity measurement, real-time graphics rendering GPU tracking. The simulation results show that, by using the algorithm of real-time graphics rendering, can improve the efficiency of rendering tracking, search time is short, low error rate, improve the graphics render-ing.

  20. Methodology, Algorithms, and Emerging Tool for Automated Design of Intelligent Integrated Multi-Sensor Systems

    Directory of Open Access Journals (Sweden)

    Andreas König

    2009-11-01

    Full Text Available The emergence of novel sensing elements, computing nodes, wireless communication and integration technology provides unprecedented possibilities for the design and application of intelligent systems. Each new application system must be designed from scratch, employing sophisticated methods ranging from conventional signal processing to computational intelligence. Currently, a significant part of this overall algorithmic chain of the computational system model still has to be assembled manually by experienced designers in a time and labor consuming process. In this research work, this challenge is picked up and a methodology and algorithms for automated design of intelligent integrated and resource-aware multi-sensor systems employing multi-objective evolutionary computation are introduced. The proposed methodology tackles the challenge of rapid-prototyping of such systems under realization constraints and, additionally, includes features of system instance specific self-correction for sustained operation of a large volume and in a dynamically changing environment. The extension of these concepts to the reconfigurable hardware platform renders so called self-x sensor systems, which stands, e.g., for self-monitoring, -calibrating, -trimming, and -repairing/-healing systems. Selected experimental results prove the applicability and effectiveness of our proposed methodology and emerging tool. By our approach, competitive results were achieved with regard to classification accuracy, flexibility, and design speed under additional design constraints.